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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: /CounterStrike/AIRCRAFT.CPP 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : AIRCRAFT.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : July 22, 1994 *
- * *
- * Last Update : November 2, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. *
- * AircraftClass::Active_Click_With -- Handles clicking over specified cell. *
- * AircraftClass::Active_Click_With -- Handles clicking over specified object. *
- * AircraftClass::AircraftClass -- The constructor for aircraft objects. *
- * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. *
- * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. *
- * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. *
- * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. *
- * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. *
- * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. *
- * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. *
- * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. *
- * AircraftClass::Exit_Object -- Unloads passenger from aircraft. *
- * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. *
- * AircraftClass::Fire_Direction -- Determines the direction of fire. *
- * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. *
- * AircraftClass::Good_LZ -- Locates a good spot ot land. *
- * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. *
- * AircraftClass::Init -- Initialize the aircraft system to an empty state. *
- * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. *
- * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. *
- * AircraftClass::Look -- Aircraft will look if they are on the ground always. *
- * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. *
- * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. *
- * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. *
- * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. *
- * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. *
- * AircraftClass::Mission_Move -- Handles movement mission. *
- * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. *
- * AircraftClass::Mission_Unload -- Handles unloading cargo. *
- * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. *
- * AircraftClass::New_LZ -- Find a good landing zone. *
- * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. *
- * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. *
- * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. *
- * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. *
- * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. *
- * AircraftClass::Pose_Dir -- Fetches the natural landing facing. *
- * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. *
- * AircraftClass::Process_Landing -- Landing process state machine handler. *
- * AircraftClass::Process_Take_Off -- State machine support for taking off. *
- * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. *
- * AircraftClass::Receive_Message -- Handles receipt of radio messages. *
- * AircraftClass::Response_Attack -- Gives audio response to attack order. *
- * AircraftClass::Response_Move -- Gives audio response to move request. *
- * AircraftClass::Response_Select -- Gives audio response when selected. *
- * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. *
- * AircraftClass::Scatter -- Causes the aircraft to move away a bit. *
- * AircraftClass::Set_Speed -- Sets the speed for the aircraft. *
- * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. *
- * AircraftClass::Sort_Y -- Figures the sorting coordinate. *
- * AircraftClass::Take_Damage -- Applies damage to the aircraft. *
- * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. *
- * AircraftClass::What_Action -- Determines what action to perform. *
- * AircraftClass::What_Action -- Determines what action to perform. *
- * AircraftClass::operator delete -- Deletes the aircraft object. *
- * AircraftClass::operator new -- Allocates a new aircraft object from the pool *
- * AircraftClass::~AircraftClass -- Destructor for aircraft object. *
- * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /***********************************************************************************************
- * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? *
- * *
- * Examines the specified object to see if it qualifies to be a civilian evacuation. This *
- * can only occur if it is a civilian (or Tanya) and the special evacuation flag has been *
- * set in the scenario control structure. *
- * *
- * INPUT: candidate -- Candidate object to examine for civilian evacuation legality. *
- * *
- * OUTPUT: bool; Is the specified object considered a civilian that must be auto-evacuated? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/24/1996 JLB : Created. *
- *=============================================================================================*/
- static bool _Counts_As_Civ_Evac(ObjectClass const * candidate)
- {
- /*
- ** If the candidate pointer is missing, then return with failure code.
- */
- if (candidate == NULL) return(false);
- /*
- ** Only infantry objects can be considered for civilian evacuation action.
- */
- if (candidate->What_Am_I() != RTTI_INFANTRY) return(false);
- /*
- ** Working infantry object pointer.
- */
- InfantryClass const * inf = (InfantryClass const *)candidate;
- /*
- ** Certain infantry types will always be considered a civilian evacuation candidate. These
- ** include the special one-time infantry that appear in some missions.
- */
- if (*inf == INFANTRY_EINSTEIN || *inf == INFANTRY_GENERAL || *inf == INFANTRY_DELPHI || *inf == INFANTRY_CHAN) return(true);
- /*
- ** Consider Tanya to be part of the civilian evacuation logic if the scenario is
- ** specially flagged for this.
- */
- if (Scen.IsTanyaEvac && *inf == INFANTRY_TANYA) return(true);
- /*
- ** If the infantry is not a civilian, then it isn't allowed to be a civilian evacuation.
- */
- if (!inf->Class->IsCivilian) return(false);
- /*
- ** Technicians look like civilians, but are not considered a legal evacuation candidate.
- */
- if (inf->IsTechnician) return(false);
- /*
- ** All tests pass, so return the success of the infantry as a civilian evacuation candidate.
- */
- return(true);
- }
- /***********************************************************************************************
- * AircraftClass::operator new -- Allocates a new aircraft object from the pool *
- * *
- * This routine will allocate an aircraft object from the free aircraft object pool. If *
- * there are no free object available, then this routine will fail (return NULL). *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to the allocate aircraft object or NULL if none were *
- * available. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- void * AircraftClass::operator new(size_t)
- {
- void * ptr = Aircraft.Allocate();
- if (ptr) {
- ((AircraftClass *)ptr)->Set_Active();
- }
- return(ptr);
- }
- /***********************************************************************************************
- * AircraftClass::operator delete -- Deletes the aircraft object. *
- * *
- * This routine will return the aircraft object back to the free aircraft object pool. *
- * *
- * INPUT: ptr -- Pointer to the aircraft object to delete. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::operator delete(void * ptr)
- {
- if (ptr) {
- ((AircraftClass *)ptr)->IsActive = false;
- }
- Aircraft.Free((AircraftClass *)ptr);
- }
- /***********************************************************************************************
- * AircraftClass::AircraftClass -- The constructor for aircraft objects. *
- * *
- * This routine is the constructor for aircraft objects. An aircraft object can be *
- * created and possibly placed into the game system by this routine. *
- * *
- * INPUT: classid -- The type of aircraft to create. *
- * *
- * house -- The owner of this aircraft. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- AircraftClass::AircraftClass(AircraftType classid, HousesType house) :
- FootClass(RTTI_AIRCRAFT, Aircraft.ID(this), house),
- Class(AircraftTypes.Ptr((int)classid)),
- SecondaryFacing(PrimaryFacing),
- Passenger(false),
- IsLanding(false),
- IsTakingOff(false),
- IsHovering(false),
- Jitter(0),
- SightTimer(0),
- AttacksRemaining(1)
- {
- /*
- ** For two shooters, clear out the second shot flag -- it will be set the first time
- ** the object fires. For non two shooters, set the flag since it will never be cleared
- ** and the second shot flag tells the system that normal rearm times apply -- this is
- ** what is desired for non two shooters.
- */
- IsSecondShot = !Class->Is_Two_Shooter();
- House->Tracking_Add(this);
- Ammo = Class->MaxAmmo;
- Height = FLIGHT_LEVEL;
- Strength = Class->MaxStrength;
- NavCom = TARGET_NONE;
- /*
- ** Keep count of the number of units created. Dont track cargo planes as they are created
- ** automatically, not bought.
- */
- // if (/*classid != AIRCRAFT_CARGO && */ Session.Type == GAME_INTERNET) {
- // House->AircraftTotals->Increment_Unit_Total((int)classid);
- // }
- }
- /***********************************************************************************************
- * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. *
- * *
- * This routine is used to transition the aircraft from the limbo to the non limbo state. *
- * It occurs when the aircraft is placed on the map for whatever reason. When it is *
- * unlimboed, only then will normal game processing recognize it. *
- * *
- * INPUT: coord -- The coordinate that the aircraft should appear at. *
- * *
- * dir -- The direction it should start facing. *
- * *
- * strength (optional) -- sets initial strength *
- * *
- * mission (optional) -- sets initial mission *
- * *
- * OUTPUT: bool; Was the aircraft unlimboed successfully? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Unlimbo(COORDINATE coord, DirType dir)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (FootClass::Unlimbo(coord, dir)) {
- if (*this == AIRCRAFT_BADGER || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera)) {
- IsALoaner = true;
- }
- /*
- ** Ensure that the owning house knows about the
- ** new object.
- */
- House->AScan |= (1L << Class->Type);
- House->ActiveAScan |= (1L << Class->Type);
- /*
- ** Hack it so that aircraft that are both passenger and cargo carrying
- ** will carry passengers at the expense of ammo.
- */
- if (Is_Something_Attached()) {
- Ammo = 0;
- Passenger = true;
- }
- /*
- ** Forces the body of the helicopter to face the correct direction.
- */
- SecondaryFacing = dir;
- /*
- ** Start rotor animation.
- */
- if (!Class->IsFixedWing) {
- Set_Rate(1);
- Set_Stage(0);
- }
- /*
- ** When starting at flight level, then give it speed. When landed
- ** then it must be stationary.
- */
- if (Height == FLIGHT_LEVEL) {
- Set_Speed(0xFF);
- } else {
- Set_Speed(0);
- }
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. *
- * *
- * This will determine what shape number to use for the aircraft in its current state. *
- * The shape number can be used for drawing or determine shape rectangle size. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the shape number to use for the aircraft body. *
- * *
- * WARNINGS: Some aircraft, particularly helicopters, require other shapes attached to it. *
- * *
- * HISTORY: *
- * 07/26/1996 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Shape_Number(void) const
- {
- int shapenum = 0;
- switch (Class->Rotation) {
- case 32:
- shapenum = UnitClass::BodyShape[Dir_To_32(SecondaryFacing)];
- break;
- case 16:
- shapenum = UnitClass::BodyShape[Dir_To_16(SecondaryFacing)*2]/2;
- break;
- case 8:
- shapenum = UnitClass::BodyShape[Dir_To_8(SecondaryFacing)*4]/4;
- break;
- default:
- break;
- }
- /*
- ** If there is a door on this aircraft (Chinook), then adjust the
- ** shape number to match the door open state.
- */
- if (!Is_Door_Closed()) {
- shapenum = Class->Rotation + Door_Stage();
- }
- return(shapenum);
- }
- /***********************************************************************************************
- * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. *
- * *
- * This routine is used to display the aircraft object at the coordinates specified. *
- * The tactical map display uses this routine for all aircraft rendering. *
- * *
- * INPUT: x,y -- The coordinates to render the aircraft at. *
- * *
- * window -- The window that the coordinates are based upon. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Draw_It(int x, int y, WindowNumberType window) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** Verify the legality of the unit class.
- */
- void const * shapefile = Get_Image_Data();
- if (!shapefile) return;
- int shapenum = Shape_Number();
- /*
- ** Certain aircraft use algorithmic rotation for some stages. Set the
- ** rotation value accordingly. A rotation of DIR_N means no rotation at all.
- */
- DirType rotation = DIR_N;
- if (Class->Rotation == 16) {
- rotation = DirType(Rotation16[SecondaryFacing]);
- }
- #ifdef TOFIX
- /*
- ** The orca attack helicopter uses a special shape set when it is travelling
- ** forward above a certain speed.
- */
- if (*this == AIRCRAFT_HIND && Get_Speed() >= MPH_MEDIUM_FAST) {
- shapenum += Class->Rotation;
- }
- #endif
- /*
- ** Helicopters that are flying have a "bobbing" effect.
- */
- int jitter = 0;
- if (Height == FLIGHT_LEVEL && Get_Speed() < 3) {
- static int _jitter[] = {0,0,0,0,1,1,1,0,0,0,0,0,-1,-1,-1,0};
- jitter = _jitter[::Frame % 16];
- }
- // Virtual window needs to draw the body first so it's considered the primary object and the shadow is a sub-object
- if (window == WINDOW_VIRTUAL) {
- /*
- ** Draw the root body of the unit.
- */
- Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation);
- /*
- ** Special manual shadow draw code.
- */
- if (Visual_Character() <= VISUAL_DARKEN) {
- CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL);
- }
- } else {
- /*
- ** Special manual shadow draw code.
- */
- if (Visual_Character() <= VISUAL_DARKEN) {
- CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL);
- }
- /*
- ** Draw the root body of the unit.
- */
- Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation);
- }
- /*
- ** If this aircraft is equipped with rotor blades, then draw them at this time.
- */
- if (Class->IsRotorEquipped) {
- Draw_Rotors(x, y+jitter, window);
- }
- /*
- ** This draws any overlay graphics on the aircraft.
- */
- FootClass::Draw_It(x, y-Lepton_To_Pixel(Height), window);
- }
- /***********************************************************************************************
- * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. *
- * *
- * This routine will draw rotor blades on the aircraft. It is presumed that the aircraft *
- * has already been drawn at the X and Y pixel coordinates specified. *
- * *
- * INPUT: x,y -- The X and Y pixel coordinates to draw the rotor blades. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1996 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Draw_Rotors(int x, int y, WindowNumberType window) const
- {
- ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL;
- int shapenum;
- /*
- ** The rotor shape number depends on whether the helicopter is idling
- ** or not. A landed helicopter uses slow moving "idling" blades.
- */
- if (Height == 0) {
- shapenum = (Fetch_Stage()%8)+4;
- flags = flags | SHAPE_GHOST;
- } else {
- shapenum = Fetch_Stage()%4;
- flags = flags | SHAPE_FADING|SHAPE_PREDATOR;
- }
- if (*this == AIRCRAFT_TRANSPORT) {
- int _stretch[FACING_COUNT] = {8, 9, 10, 9, 8, 9, 10, 9};
- /*
- ** Dual rotors offset along flight axis.
- */
- short xx = x;
- short yy = y-Lepton_To_Pixel(Height);
- FacingType face = Dir_Facing(SecondaryFacing);
- Move_Point(xx, yy, SecondaryFacing.Current(), _stretch[face]);
- // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
- CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow);
- Move_Point(xx, yy, SecondaryFacing.Current()+DIR_S, _stretch[face]*2);
- // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
- CC_Draw_Shape(this, "LROTOR", AircraftTypeClass::LRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow);
- } else {
- /*
- ** Single rotor centered about shape.
- */
- // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019
- CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, x, ((y-Lepton_To_Pixel(Height))-2), window, flags, NULL, DisplayClass::UnitShadow);
- }
- }
- /***********************************************************************************************
- * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. *
- * *
- * This routine is used to read the aircraft object data from the INI file buffer *
- * specified. This is used by the scenario loader code to interpret the INI file and *
- * create the specified objects therein. *
- * *
- * INPUT: buffer -- Pointer to the INI buffer. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Read_INI(CCINIClass & ini)
- {
- AircraftClass * air; // Working unit pointer.
- HousesType inhouse; // Unit house.
- AircraftType classid; // Unit class.
- char buf[128];
- int counter = ini.Entry_Count(INI_Name());
- for (int index = 0; index < counter; index++) {
- char const * entry = ini.Get_Entry(INI_Name(), index);
- ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf)-1);
- inhouse = HouseTypeClass::From_Name(strtok(buf, ","));
- if (inhouse != HOUSE_NONE) {
- classid = AircraftTypeClass::From_Name(strtok(NULL, ","));
- if (classid != AIRCRAFT_NONE) {
- if (HouseClass::As_Pointer(inhouse) != NULL) {
- air = new AircraftClass(classid, inhouse);
- if (air) {
- COORDINATE coord;
- int strength;
- DirType dir;
- /*
- ** Read the raw data.
- */
- char * token = strtok(NULL, ",");
- if (token) {
- strength = atoi(token);
- } else {
- strength = 0;
- }
- token = strtok(NULL, ",");
- if (token) {
- coord = Cell_Coord((CELL)atoi(token));
- } else {
- coord = 0xFFFFFFFFL;
- }
- token = strtok(NULL, ",");
- if (token) {
- dir = (DirType)atoi(token);
- } else {
- dir = DIR_N;
- }
- if (!Map.In_Radar(Coord_Cell(coord))) {
- delete air;
- } else {
- air->Strength = (int)air->Class->MaxStrength * fixed(strength, 256); // Cast this to (int). ST - 5/8/19
- if (air->Unlimbo(coord, dir)) {
- air->Assign_Mission(AircraftClass::Mission_From_Name(strtok(NULL, ",\n\r")));
- } else {
- delete air;
- }
- }
- }
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. *
- * *
- * Hunt AI consists of finding a target and attacking it. If there is no target assigned *
- * and this unit doesn't automatically hunt for more targets, then it will change *
- * mission to a more passive (land and await further orders) type. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of ticks before calling this routine again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Mission_Hunt(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) {
- if (TarCom != NavCom) {
- Assign_Destination(TarCom);
- }
- enum {
- LOOK_FOR_TARGET,
- TAKE_OFF,
- FLY_TO_TARGET,
- DROP_BOMBS,
- REGROUP
- };
- switch (Status) {
- /*
- ** Acquiring target stage.
- */
- case LOOK_FOR_TARGET:
- if (Target_Legal(TarCom)) {
- Status = TAKE_OFF;
- return(1);
- } else {
- if (!Team.Is_Valid()) {
- if (Session.Type != GAME_NORMAL) {
- Assign_Target(Greatest_Threat(THREAT_TIBERIUM));
- }
- if (!Target_Legal(TarCom)) {
- Assign_Target(Greatest_Threat(THREAT_NORMAL));
- }
- /*
- ** If there is no target, then this aircraft should just do its normal thing.
- */
- if (!Target_Legal(TarCom) && !Team.Is_Valid()) {
- Enter_Idle_Mode();
- }
- }
- }
- break;
- /*
- ** Make the aircraft take off from the airstrip.
- */
- case TAKE_OFF:
- /*
- ** If the aircraft is high enough to begin its mission, then do so.
- */
- if (Process_Take_Off()) {
- IsTakingOff = false;
- Set_Speed(0xFF);
- /*
- ** After takeoff is complete, break radio contact.
- */
- if (In_Radio_Contact()/*KO && Map[Coord].Cell_Building() == Contact_With_Whom()*/) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- Status = FLY_TO_TARGET;
- }
- return(1);
- /*
- ** Homing in on target stage.
- */
- case FLY_TO_TARGET:
- switch (Can_Fire(TarCom, 0)) {
- case FIRE_FACING:
- /*
- ** Catch the case where it is tightly circling the target. In that
- ** case, increase the delay so that it has a chance to fly away and
- ** break the circle cycle.
- */
- if (In_Range(TarCom, 0) || Passenger) {
- return(TICKS_PER_SECOND * 2);
- }
- if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) {
- PrimaryFacing.Set_Desired(Direction(TarCom));
- }
- break;
- case FIRE_AMMO:
- Status = REGROUP;
- break;
- case FIRE_CANT:
- case FIRE_ILLEGAL:
- if (Mission == MISSION_ATTACK) {
- Status = REGROUP;
- } else {
- Status = LOOK_FOR_TARGET;
- }
- break;
- case FIRE_OK:
- Status = DROP_BOMBS;
- return(1);
- default:
- if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) {
- PrimaryFacing.Set_Desired(Direction(TarCom));
- }
- break;
- }
- return(TICKS_PER_SECOND/2);
- /*
- ** Dropping a stream of bombs phase.
- */
- case DROP_BOMBS:
- TARGET targ;
- switch (Can_Fire(TarCom, 0)) {
- case FIRE_OK:
- targ = ::As_Target(Coord_Move(Center_Coord(), SecondaryFacing, Weapon_Range(0)-0x0200));
- if (Class->PrimaryWeapon != NULL) {
- if (Class->PrimaryWeapon->IsCamera) {
- Status = REGROUP;
- } else {
- Map[::As_Cell(TarCom)].Incoming(Coord, true);
- }
- /*
- ** Force the target to be the actual target if this aircraft is
- ** equipped with homing projectile.
- */
- if (Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->ROT > 0) {
- targ = TarCom;
- }
- }
- Fire_At(targ, 0);
- if (Class->Is_Two_Shooter()) {
- Fire_At(targ, 0);
- }
- return(Arm);
- case FIRE_RANGE:
- case FIRE_FACING:
- Status = FLY_TO_TARGET;
- return(TICKS_PER_SECOND*4);
- case FIRE_ILLEGAL:
- if (Mission == MISSION_ATTACK) {
- Status = REGROUP;
- } else {
- Status = LOOK_FOR_TARGET;
- }
- break;
- case FIRE_CANT:
- Status = REGROUP;
- break;
- case FIRE_AMMO:
- AttacksRemaining--;
- Status = REGROUP;
- break;
- default:
- break;
- }
- return(1);
- /*
- ** Pull away to regroup for possibly another attack or a retreat.
- */
- case REGROUP:
- if (Ammo == 0) {
- AttacksRemaining = 0;
- if (Team.Is_Valid()) Team->Remove(this);
- Enter_Idle_Mode();
- }
- if (Mission == MISSION_ATTACK || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) || (!AttacksRemaining && !Is_Something_Attached())) {
- if (IsALoaner) {
- if (Team) Team->Remove(this);
- Assign_Mission(MISSION_RETREAT);
- Commence();
- } else {
- if (!Team.Is_Valid()) Enter_Idle_Mode();
- }
- Commence();
- } else {
- Status = LOOK_FOR_TARGET;
- }
- break;
- default:
- break;
- }
- } else {
- if (!Ammo) {
- if (Team) Team->Remove(this);
- Enter_Idle_Mode();
- } else {
- if (!Target_Legal(TarCom)) {
- if (Session.Type != GAME_NORMAL) {
- Assign_Target(Greatest_Threat(THREAT_TIBERIUM));
- }
- if (!Target_Legal(TarCom)) {
- Assign_Target(Greatest_Threat(THREAT_NORMAL));
- }
- if (!Target_Legal(TarCom)) {
- Enter_Idle_Mode();
- return(1);
- }
- }
- Assign_Mission(MISSION_ATTACK);
- return(1);
- }
- }
- return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
- }
- /***********************************************************************************************
- * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. *
- * *
- * This handles the non-graphic AI processing for the aircraft. This usually entails *
- * maintenance and other AI functions. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::AI(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** A Mission change can always occur if the aircraft is landed or flying.
- */
- if (!IsLanding && !IsTakingOff) {
- Commence();
- }
- /*
- ** Perform any base class AI processing. If during this process, the aircraft was
- ** destroyed, then detect this and bail from this AI routine early.
- */
- FootClass::AI();
- if (!IsActive) {
- return;
- }
- /*
- ** A Mission change can always occur if the aircraft is landed or flying.
- */
- if (!IsLanding && !IsTakingOff) {
- Commence();
- }
- /*
- ** Handle any body rotation at this time. Body rotation can occur even if the
- ** flying object is not actually moving.
- */
- Rotation_AI();
- /*
- ** Handle any aircraft movement at this time.
- */
- Movement_AI();
- /*
- ** Any aircraft that is not in the ground layer must be redrawn. This is a
- ** performance hit, but there is no other choice. The cells under an aircraft
- ** do not know if there is an aircraft above it. Thus, it cannot flag the
- ** aircraft to redraw. As a consequence, all aircraft must redraw.
- */
- if (In_Which_Layer() != LAYER_GROUND) {
- Mark();
- }
- /*
- ** Perform sighting every so often as controlled by the sight timer.
- */
- //if (IsOwnedByPlayer && Class->SightRange && SightTimer == 0) { // Changed to facilitate client/server multiplayer. ST - 8/2/2019 2:29PM
- if (House->IsHuman && Class->SightRange && SightTimer == 0) {
- Look();
- SightTimer = TICKS_PER_SECOND;
- }
- /*
- ** Handle landing and taking off logic. Helicopters are prime users of this technique. The
- ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions
- ** between flying level and ground level, it will be moved into the appropriate render
- ** layer.
- */
- if (Landing_Takeoff_AI()) {
- return;
- }
- /*
- ** Always flag the map draw process to occur if there is an aircraft in the view.
- ** This ensures that it will be rendered even if there is nothing else that flagged
- ** the map to be redrawn.
- */
- if (Map.In_View(Coord_Cell(Coord))) {
- Map.Flag_To_Redraw(false);
- Map.DisplayClass::IsToRedraw = true;
- }
- /*
- ** When aircraft leave the edge of the map, they might get destroyed. This occurs if the
- ** aircraft is a non-player produced unit and it has completed its mission. A transport
- ** helicopter that has already delivered reinforcements is a good example of this.
- */
- if (Edge_Of_World_AI()) {
- return;
- }
- }
- /***********************************************************************************************
- * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. *
- * *
- * When aircraft are flying, they can overlap quite a number of cells. These cells can *
- * be determined from the coordinate where the aircraft is centered and the size of the *
- * aircraft's shape. Landed aircraft are a special case and are usually much smaller *
- * than when flying. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with a pointer to a cell offset list that specifies all cells that *
- * the aircraft overlaps given the aircraft's current state. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1994 JLB : Created. *
- *=============================================================================================*/
- short const * AircraftClass::Overlap_List(bool redraw) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- static short const _list[] = {
- -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1),
- -1, 0, 1,
- (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1),
- -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1),
- -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1),
- REFRESH_EOL
- };
- static short const _listbadger[] = {
- -(MAP_CELL_W-2), -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W+2),
- -2, -1, 0, 1, 2,
- (MAP_CELL_W-2), (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), (MAP_CELL_W+2),
- -((MAP_CELL_W*2)-2), -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1), -((MAP_CELL_W*2)+2),
- -((MAP_CELL_W*3)-2), -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1), -((MAP_CELL_W*3)+2),
- REFRESH_EOL
- };
- if (redraw || Height != 0) {
- #ifdef PARTIAL
- Rect rect;
- if (!IsSelected && Class->DimensionData != NULL && Class->IsFixedWing) {
- int shapenum = min(Shape_Number(), Get_Build_Frame_Count(Class->Get_Image_Data())-1);
- if (!Class->DimensionData[shapenum].Is_Valid()) {
- Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum);
- }
- rect = Class->DimensionData[shapenum];
- /*
- ** Increase the rectangle for the aircraft since the aircraft could
- ** have its shape algorithmically rotated.
- */
- rect.X -= 5;
- rect.Y -= 5;
- rect.Width += 10;
- rect.Height += 10;
- Rect hrect = rect;
- hrect.Y -= Lepton_To_Pixel(Height);
- return(Coord_Spillage_List(Coord, Union(rect, hrect), true));
- }
- #endif
- if (*this == AIRCRAFT_BADGER) {
- return(_listbadger);
- } else {
- return(_list);
- }
- }
- return(Class->Overlap_List());
- }
- /***********************************************************************************************
- * AircraftClass::Init -- Initialize the aircraft system to an empty state. *
- * *
- * This routine is used to clear out the aircraft allocation system. It is called in *
- * preparation for a scenario load or save game load. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/24/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Init(void)
- {
- Aircraft.Free_All();
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Unload -- Handles unloading cargo. *
- * *
- * This function is used to handle finding, heading toward, landing, and unloading the *
- * cargo from the aircraft. Once unloading of cargo has occurred, then the aircraft follows *
- * a different mission. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the number of game ticks to delay before calling this function again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/31/94 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Mission_Unload(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) {
- Assign_Target(NavCom);
- return(Mission_Hunt());
- } else {
- enum {
- SEARCH_FOR_LZ,
- FLY_TO_LZ,
- LAND_ON_LZ,
- UNLOAD_PASSENGERS,
- TAKE_OFF
- };
- switch (Status) {
- /*
- ** Search for an appropriate destination spot if one isn't already assigned.
- */
- case SEARCH_FOR_LZ:
- if (Height == 0 && (Target_Legal(NavCom) || Coord == As_Coord(NavCom))) {
- Status = UNLOAD_PASSENGERS;
- } else {
- if (!Is_LZ_Clear(NavCom)) {
- FootClass * foot = Attached_Object();
- if (foot != NULL && foot->Team && foot->Team->Class->Origin != -1) {
- Assign_Destination(::As_Target(Scen.Waypoint[foot->Team->Class->Origin]));
- } else {
- Assign_Destination(New_LZ(::As_Target(Scen.Waypoint[WAYPT_REINF])));
- if (Team.Is_Valid()) {
- Team->Assign_Mission_Target(NavCom);
- }
- }
- } else {
- if (Height == FLIGHT_LEVEL) {
- Status = FLY_TO_LZ;
- } else {
- Status = TAKE_OFF;
- }
- }
- }
- break;
- /*
- ** Fly to destination.
- */
- case FLY_TO_LZ:
- if (Is_LZ_Clear(NavCom)) {
- int distance = Process_Fly_To(true, NavCom);
- if (distance < 0x0100) {
- SecondaryFacing.Set_Desired(Pose_Dir());
- if (distance < 0x0010) {
- Status = LAND_ON_LZ;
- }
- return(1);
- } else {
- SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
- return(5);
- }
- } else {
- Status = SEARCH_FOR_LZ;
- }
- break;
- /*
- ** Landing phase. Just delay until landing is complete. At that time,
- ** transition to the unloading phase.
- */
- case LAND_ON_LZ:
- if (IsTakingOff) {
- Status = TAKE_OFF;
- } else {
- if (Process_Landing()) {
- Status = UNLOAD_PASSENGERS;
- }
- }
- return(1);
- /*
- ** Hold while unloading passengers. When passengers are unloaded the order for this
- ** transport gets changed to MISSION_RETREAT.
- */
- case UNLOAD_PASSENGERS:
- if (!IsTethered) {
- if (Is_Something_Attached()) {
- FootClass * unit = (FootClass *)Detach_Object();
- /*
- ** First thing is to lift the transport off of the map so that the unlimbo
- ** process for the passengers is more likely to succeed.
- */
- Map.Pick_Up(Coord_Cell(Coord), this);
- if (!Exit_Object(unit)) {
- delete unit;
- }
- /*
- ** Restore the transport back down on the map.
- */
- Map.Place_Down(Coord_Cell(Coord), this);
- if (!Is_Something_Attached()) {
- Enter_Idle_Mode();
- }
- } else {
- Enter_Idle_Mode();
- }
- }
- break;
- /*
- ** Aircraft is now taking off. Once the aircraft reaches flying altitude then it
- ** will either take off or look for another landing spot to try again.
- */
- case TAKE_OFF: {
- if (Process_Take_Off()) {
- if (Is_Something_Attached()) {
- Status = SEARCH_FOR_LZ;
- /*
- ** Break off radio contact with the helipad it is taking off from.
- */
- if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- } else {
- Enter_Idle_Mode();
- }
- }
- return(1);
- }
- default:
- break;
- }
- }
- return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
- }
- /***********************************************************************************************
- * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. *
- * *
- * This routine examines the landing zone (as specified by the target parameter) in order *
- * to determine if it is free to be landed upon. Call this routine when it is necessary *
- * to double check this. Typically this occurs right before a helicopter lands and also *
- * when determining the landing zone in the first place. *
- * *
- * INPUT: target -- The target that is the "landing zone". *
- * *
- * OUTPUT: bool; Is the landing zone clear for landing? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/31/94 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Is_LZ_Clear(TARGET target) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (!Target_Legal(target)) return(false);
- CELL cell = ::As_Cell(target);
- if (!Map.In_Radar(cell)) return(false);
- /*
- ** If the requested landing location is occupied, then only consider that location
- ** legal if the occupying object is in radio contact with the aircraft. This presumes that
- ** the two objects know what they are doing.
- */
- ObjectClass * object = Map[cell].Cell_Object();
- if (object) {
- if (object == this) return(true);
- if (In_Radio_Contact() && Contact_With_Whom() == object) {
- return(true);
- }
- return(false);
- }
- if (!Map[cell].Is_Clear_To_Move(SPEED_TRACK, false, false)) return(false);
- return(true);
- }
- /***********************************************************************************************
- * AircraftClass::Sort_Y -- Figures the sorting coordinate. *
- * *
- * This routine is used to determine the coordinate to use for sorting the aircraft. This *
- * sorting value is used when the aircraft is on the ground. At that time the aircraft *
- * must be rendered in proper relationship to the other ground objects. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the coordinate to use when sorting the aircraft with other ground *
- * objects. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/02/1994 JLB : Created. *
- *=============================================================================================*/
- COORDINATE AircraftClass::Sort_Y(void) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- return(Coord_Add(Coord, 0x00800000L));
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. *
- * *
- * This mission will be followed when the aircraft decides that it is time to leave the *
- * battle. Typically, this occurs when a loaner transport has dropped off its load or when *
- * an attack air vehicle has expended its ordinance. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of game ticks to delay before calling this routine again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- * 08/13/1995 JLB : Handles aircraft altitude gain after takeoff logic. *
- *=============================================================================================*/
- int AircraftClass::Mission_Retreat(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) {
- if (Class->IsFixedWing && Height < FLIGHT_LEVEL) {
- Height += 1;
- return(3);
- }
- return(TICKS_PER_SECOND*10);
- }
- enum {
- TAKE_OFF,
- FACE_MAP_EDGE,
- KEEP_FLYING
- };
- switch (Status) {
- /*
- ** Take off if landed.
- */
- case TAKE_OFF:
- if (Process_Take_Off()) {
- Status = FACE_MAP_EDGE;
- }
- return(1);
- /*
- ** Set facing and speed toward the friendly map edge.
- */
- case FACE_MAP_EDGE:
- Set_Speed(0xFF);
- /*
- ** Take advantage of the fact that the source map edge enumerations happen to
- ** occur in a clockwise order and are the first four enumerations of the map
- ** edge default for the house. If this value is masked and then shifted, a
- ** normalized direction value results. Use this value to head the aircraft
- ** toward the "friendly" map edge.
- */
- PrimaryFacing.Set_Desired((DirType)((House->Control.Edge & 0x03) << 6));
- SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
- Status = KEEP_FLYING;
- break;
- /*
- ** Just do nothing since we are headed toward the map edge. When the edge is
- ** reached, the aircraft should be automatically eliminated.
- */
- case KEEP_FLYING:
- break;
- default:
- break;
- }
- return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
- }
- /***********************************************************************************************
- * AircraftClass::Exit_Object -- Unloads passenger from aircraft. *
- * *
- * This routine is called when the aircraft is to unload a passenger. The passenger must *
- * be able to move under its own power. Typical situation is when a transport helicopter *
- * is to unload an infantry unit. *
- * *
- * INPUT: unit -- Pointer to the unit that is to be unloaded from this aircraft. *
- * *
- * OUTPUT: bool; Was the unit unloaded successfully? *
- * *
- * WARNINGS: The unload process is merely started by this routine. Radio contact is *
- * established with the unloading unit and when the unit is clear of the aircraft *
- * the radio contact will be broken and then the aircraft is free to pursue *
- * other. *
- * *
- * HISTORY: *
- * 01/10/1995 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Exit_Object(TechnoClass * unit)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- static FacingType _toface[FACING_COUNT] = {FACING_S, FACING_SW, FACING_SE, FACING_NW, FACING_NE, FACING_N, FACING_W, FACING_E};
- CELL cell;
- /*
- ** Find a free cell to drop the unit off at.
- */
- FacingType face;
- for (face = FACING_N; face < FACING_COUNT; face++) {
- cell = Adjacent_Cell(Coord_Cell(Coord), _toface[face]);
- if (unit->Can_Enter_Cell(cell) == MOVE_OK) break;
- }
- // Should perform a check here to see if no cell could be found.
- /*
- ** If the passenger can be placed on the map, then start it moving toward the
- ** destination cell and establish radio contact with the transport. This is used
- ** to make sure that the transport waits until the passenger is clear before
- ** unloading the next passenger or taking off.
- */
- if (unit->Unlimbo(Coord, Facing_Dir(_toface[face]))) {
- unit->Assign_Mission(MISSION_MOVE);
- unit->Assign_Destination(::As_Target(cell));
- if (Transmit_Message(RADIO_HELLO, unit) == RADIO_ROGER) {
- Transmit_Message(RADIO_UNLOAD);
- }
- unit->Look(false);
- return(true);
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. *
- * *
- * Call this routine when a passenger needs to be dropped off by parachute. One passenger *
- * is offloaded by a call to this routine. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the delay time that it is safe to wait before processing any further *
- * paradrop actions. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/26/1996 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Paradrop_Cargo(void)
- {
- FootClass * passenger = Detach_Object();
- if (passenger) {
- if (!passenger->Paradrop(Center_Coord())) {
- Attach(passenger);
- } else {
- /*
- ** Play a sound effect of the parachute opening.
- */
- Sound_Effect(VOC_CHUTE1, Coord);
- if (Team.Is_Valid()) {
- Team->Remove(passenger);
- if (passenger->House->IsHuman) {
- Assign_Mission(MISSION_GUARD);
- } else {
- Assign_Mission(MISSION_HUNT);
- }
- }
- // Arm = Rearm_Delay(IsSecondShot);
- Arm = 0;
- }
- }
- return(Arm);
- }
- /***********************************************************************************************
- * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. *
- * *
- * Sometimes, aircraft firing needs special handling. Example: for napalm bombs, the *
- * bomb travels forward at nearly the speed of the delivery aircraft, not necessarily the *
- * default speed defined in the BulletTypeClass structure. *
- * *
- * INPUT: target -- The target that the projectile is heading for. *
- * *
- * which -- Which weapon to use in the attack. 0=primary, 1=secondary. *
- * *
- * OUTPUT: Returns with a pointer to the bullet that was created as a result of this attack. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/19/1995 JLB : Created. *
- *=============================================================================================*/
- BulletClass * AircraftClass::Fire_At(TARGET target, int which)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** Passenger aircraft will actually paradrop their cargo instead of
- ** firing their weapon.
- */
- if (Is_Something_Attached()) {
- Paradrop_Cargo();
- return(0);
- }
- /*
- ** If the weapon is actually a camera, then perform the "snapshot" of the
- ** ground instead of normal weapon fire.
- */
- if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) {
-
- if (Session.Type != GAME_GLYPHX_MULTIPLAYER) {
- if (House->Is_Ally(PlayerPtr)) {
- Map.Sight_From(Coord_Cell(Center_Coord()), 9, House, false);
- }
-
- } else {
-
- for (int i = 0; i < Session.Players.Count(); i++) {
- HousesType house_type = Session.Players[i]->Player.ID;
- HouseClass *house = HouseClass::As_Pointer(house_type);
- if (house == House || House->Is_Ally(house)) {
- Map.Sight_From(Coord_Cell(Center_Coord()), 9, house, false);
- }
- }
- }
-
- Ammo = 0;
- Arm = Rearm_Delay(IsSecondShot);
- return(0);
- }
- BulletClass * bullet = FootClass::Fire_At(target, which);
- if (bullet) {
- /*
- ** Aircraft reveal when firing
- */
- HouseClass *player = HouseClass::As_Pointer(Owner());
- if (player != nullptr && player->IsHuman) {
- Map.Sight_From(Coord_Cell(Center_Coord()), 1, player, false);
- }
- /*
- ** Falling bullets move at a speed proportionate to the delivery craft.
- */
- if (bullet->Class->IsDropping) {
- bullet->Fly_Speed(40, MPH_MEDIUM_SLOW); // TCTC To fix.
- }
- }
- return(bullet);
- }
- /***********************************************************************************************
- * AircraftClass::Take_Damage -- Applies damage to the aircraft. *
- * *
- * This routine is used to apply damage to the specified aircraft. This is where any *
- * special crash animation will be initiated. *
- * *
- * INPUT: damage -- Reference to the damage that will be applied to the aircraft. *
- * This value will be filled in with the actual damage that was *
- * applied. *
- * *
- * distance -- Distance from the source of the explosion to this aircraft. *
- * *
- * warhead -- The warhead type that the damage occurs from. *
- * *
- * source -- Pointer to the originator of the damage. This can be used so that *
- * proper "thank you" can be delivered. *
- * *
- * OUTPUT: Returns with the result of the damage as it affects this aircraft. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/26/1995 JLB : Created. *
- *=============================================================================================*/
- ResultType AircraftClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- ResultType res = RESULT_NONE;
- /*
- ** Flying aircraft take half damage.
- */
- if (Height) {
- damage /= 2;
- }
- /*
- ** Apply the damage to the aircraft.
- */
- res = FootClass::Take_Damage(damage, distance, warhead, source, forced);
- /*
- ** Special action is performed if the aircraft is killed -- the cargo is destroyed
- ** as well.
- */
- switch (res) {
- case RESULT_DESTROYED:
- {
- Kill_Cargo(source);
- Death_Announcement();
- COORDINATE coord = Target_Coord();
- if (!(coord & HIGH_COORD_MASK)) {
- new AnimClass(ANIM_FBALL1, coord);
- }
- /*
- ** Parachute a survivor if possible.
- */
- if (Class->IsCrew && Percent_Chance(90) && Map[Center_Coord()].Is_Clear_To_Move(SPEED_FOOT, true, false)) {
- InfantryClass * infantry = new InfantryClass(INFANTRY_E1, House->Class->House);
- if (infantry != NULL) {
- if (!infantry->Paradrop(Center_Coord())) {
- delete infantry;
- }
- }
- }
- delete this;
- }
- break;
- default:
- case RESULT_HALF:
- break;
- }
- return(res);
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Move -- Handles movement mission. *
- * *
- * This state machine routine is used when an aircraft (usually helicopter) is to move *
- * from one location to another. It will handle any necessary take off and landing this *
- * may require. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of game frames that should elapse before this routine *
- * is called again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Mission_Move(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) {
- enum {
- TAKE_OFF,
- FLY_TOWARD_TARGET
- };
- switch (Status) {
- int distance;
- case TAKE_OFF:
- /*
- ** If the aircraft is high enough to begin its mission, then do so.
- */
- if (Process_Take_Off()) {
- IsTakingOff = false;
- Set_Speed(0xFF);
- /*
- ** After takeoff is complete, break radio contact.
- */
- if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- Status = FLY_TOWARD_TARGET;
- }
- return(1);
- case FLY_TOWARD_TARGET:
- PrimaryFacing.Set_Desired(Direction(NavCom));
- distance = Distance(NavCom);
- if (distance < 0x00C0) {
- MissionType mission = MISSION_GUARD;
- if (!IsALoaner) {
- /*
- ** Normal aircraft try to find a good landing spot to rest.
- */
- BuildingClass * building = Find_Docking_Bay(Class->Building, false);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (!Class->IsFixedWing) {
- int dist = 0x7FFFFFFF;
- if (building) dist=Distance(building);
- for (int index = 0; index < Vessels.Count(); index++) {
- VesselClass *ship = Vessels.Ptr(index);
- if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers() ) {
- if (Distance(ship) < dist || !building) {
- building = (BuildingClass *)ship;
- dist = Distance(ship);
- }
- // break;
- }
- }
- }
- #endif
- Assign_Destination(TARGET_NONE);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) {
- #else
- if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
- #endif
- mission = MISSION_ENTER;
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (building->What_Am_I() == RTTI_VESSEL) {
- Assign_Destination(building->As_Target());
- }
- #endif
- } else {
- Assign_Destination(Good_LZ());
- /*
- ** If this aircraft has nowhere else to go, meaning that
- ** there is no airfield available, then it has to crash.
- */
- if (Is_Target_Cell(NavCom)) {
- if (Process_Landing()) {
- Strength = 1;
- int damage = Strength;
- Take_Damage(damage, 0, WARHEAD_AP, 0, true);
- return(1);
- }
- return(500);
- }
- mission = MISSION_MOVE;
- }
- Assign_Mission(mission);
- Commence();
- } else {
- if (!Team.Is_Valid()) {
- Enter_Idle_Mode();
- }
- }
- return(1);
- }
- break;
- default:
- break;
- }
- return(5);
- }
- enum {
- VALIDATE_LZ,
- TAKE_OFF,
- FLY_TO_LZ,
- LAND
- };
- switch (Status) {
- /*
- ** Double check and change LZ if necessary.
- */
- case VALIDATE_LZ:
- if (!Target_Legal(NavCom)) {
- Enter_Idle_Mode();
- } else {
- if (!Is_LZ_Clear(NavCom) || !Cell_Seems_Ok(As_Cell(NavCom))) {
- Assign_Destination(New_LZ(NavCom));
- if (Team.Is_Valid()) {
- Team->Assign_Mission_Target(NavCom);
- }
- } else {
- Status = TAKE_OFF;
- }
- }
- break;
- /*
- ** Take off if necessary.
- */
- case TAKE_OFF:
- if (!Target_Legal(NavCom)) {
- Status = VALIDATE_LZ;
- } else {
- if (Process_Take_Off()) {
- /*
- ** After takeoff is complete, break radio contact with any helipad that this
- ** helicopter is taking off from.
- */
- if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- Status = FLY_TO_LZ;
- }
- return(1);
- }
- break;
- /*
- ** Fly toward target.
- */
- case FLY_TO_LZ:
- if (Is_LZ_Clear(NavCom)) {
- int distance = Process_Fly_To(true, NavCom);
- if (distance < 0x0080) {
- if (Target_Legal(TarCom)) {
- SecondaryFacing.Set_Desired(Direction(TarCom));
- } else {
- SecondaryFacing.Set_Desired(Pose_Dir());
- }
- if (distance < 0x0010) {
- Status = LAND;
- }
- return(1);
- }
- // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
- SecondaryFacing.Set_Desired(Direction(NavCom));
- } else {
- Assign_Destination(New_LZ(NavCom));
- if (Team.Is_Valid()) {
- Team->Assign_Mission_Target(NavCom);
- }
- if (!Target_Legal(NavCom)) {
- Status = LAND;
- }
- }
- return(1);
- /*
- ** Land on target.
- */
- case LAND:
- if (IsTakingOff) {
- Assign_Destination(New_LZ(NavCom));
- if (Team.Is_Valid()) {
- Team->Assign_Mission_Target(NavCom);
- }
- Status = TAKE_OFF;
- }
- if (Process_Landing()) {
- if (MissionQueue == MISSION_NONE) {
- Enter_Idle_Mode();
- }
- }
- return(1);
- default:
- break;
- }
- return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
- }
- /***********************************************************************************************
- * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. *
- * *
- * Use this routine when the mission for the aircraft is in doubt. This routine will find *
- * an appropriate mission for the aircraft and dispatch it. *
- * *
- * INPUT: initial -- Is this called when the unit just leaves a factory or is initially *
- * or is initially placed on the map? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/05/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Enter_Idle_Mode(bool )
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- MissionType mission = (Class->IsFixedWing && IsALoaner && Class->PrimaryWeapon != NULL) ? MISSION_HUNT : MISSION_GUARD;
- if (Class->IsFixedWing) {
- if (In_Which_Layer() == LAYER_GROUND) {
- if (IsALoaner) {
- mission = MISSION_RETREAT;
- } else {
- Assign_Destination(TARGET_NONE);
- Assign_Target(TARGET_NONE);
- mission = MISSION_GUARD;
- }
- } else {
- /*
- ** If this transport is a loaner and part of a team, then remove it from
- ** the team it is attached to.
- */
- if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) {
- if (Team.Is_Valid() && Team->Has_Entered_Map()) {
- Team->Remove(this);
- }
- }
- if (Team.Is_Valid()) return;
- /*
- ** Weapon equipped helicopters that run out of ammo and were
- ** brought in as reinforcements will leave the map.
- */
- if (Mission != MISSION_ATTACK && IsALoaner && Ammo == 0 && Class->PrimaryWeapon != NULL) {
- mission = MISSION_HUNT;
- } else {
- if (!IsALoaner) {
- /*
- ** Normal aircraft try to find a good landing spot to rest.
- */
- BuildingClass * building = NULL;
- if (In_Radio_Contact() && Contact_With_Whom()->What_Am_I() == RTTI_BUILDING) {
- building = (BuildingClass *)Contact_With_Whom();
- } else {
- building = Find_Docking_Bay(Class->Building, false);
- if (Transmit_Message(RADIO_HELLO, building) != RADIO_ROGER) {
- building = NULL;
- }
- }
- Assign_Destination(TARGET_NONE);
- if (building != NULL) {
- if (Class->IsFixedWing) {
- Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip
- if (IsLanding) {
- Process_Take_Off();
- }
- }
- mission = MISSION_ENTER;
- } else {
- mission = MISSION_RETREAT;
- }
- }
- }
- }
- } else {
- if (In_Which_Layer() == LAYER_GROUND) {
- if (IsALoaner) {
- if (Is_Something_Attached()) {
- /*
- ** In the case of a computer controlled helicopter that hold passengers,
- ** don't unload when landing. Wait for specific instructions from the
- ** controlling team.
- */
- if (Team.Is_Valid()) {
- // if (Team.Is_Valid() && !House->IsHuman) {
- mission = MISSION_GUARD;
- } else {
- mission = MISSION_UNLOAD;
- }
- } else {
- mission = MISSION_RETREAT;
- }
- } else {
- Assign_Destination(TARGET_NONE);
- Assign_Target(TARGET_NONE);
- mission = MISSION_GUARD;
- }
- } else {
- if (Is_Something_Attached()) {
- if (IsALoaner) {
- if (Team) {
- mission = MISSION_GUARD;
- } else {
- mission = MISSION_UNLOAD;
- Assign_Destination(Good_LZ());
- }
- } else {
- Assign_Destination(Good_LZ());
- mission = MISSION_MOVE;
- }
- } else {
- /*
- ** If this transport is a loaner and part of a team, then remove it from
- ** the team it is attached to.
- */
- if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) {
- if (Team.Is_Valid() && Team->Has_Entered_Map()) {
- Team->Remove(this);
- }
- }
- if (Class->PrimaryWeapon != NULL) {
- /*
- ** Weapon equipped helicopters that run out of ammo and were
- ** brought in as reinforcements will leave the map.
- */
- if (IsALoaner) {
- /*
- ** If it has no ammo, then break off of the team and leave the map.
- ** If it can fight, then give it fighting orders.
- */
- if (Ammo == 0) {
- if (Team.Is_Valid()) Team->Remove(this);
- mission = MISSION_RETREAT;
- } else {
- if (!Team.Is_Valid()) {
- mission = MISSION_HUNT;
- }
- }
- } else {
- /*
- ** Normal aircraft try to find a good landing spot to rest.
- */
- BuildingClass * building = Find_Docking_Bay(Class->Building, false);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (!Class->IsFixedWing) {
- int dist = 0x7FFFFFFF;
- if (building) dist=Distance(building);
- for (int index = 0; index < Vessels.Count(); index++) {
- VesselClass *ship = Vessels.Ptr(index);
- if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()/* && !ship->In_Radio_Contact()*/) {
- if (Distance(ship) < dist || !building) {
- building = (BuildingClass *)ship;
- dist = Distance(ship);
- }
- // break;
- }
- }
- }
- #endif
- Assign_Destination(TARGET_NONE);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) {
- #else
- if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
- #endif
- mission = MISSION_ENTER;
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (building->What_Am_I() == RTTI_VESSEL) {
- Assign_Destination(building->As_Target());
- }
- #endif
- } else {
- Assign_Destination(Good_LZ());
- mission = MISSION_MOVE;
- }
- }
- } else {
- if (Team) return;
- Assign_Destination(Good_LZ());
- mission = MISSION_MOVE;
- }
- }
- }
- }
- Assign_Mission(mission);
- Commence();
- }
- /***********************************************************************************************
- * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. *
- * *
- * This support routine is used when the helicopter is to fly to the destination. It can *
- * optionally slow the helicopter down as it approaches the destination. *
- * *
- * INPUT: slowdown -- Should the aircraft be slowed down when it approaches the dest? *
- * *
- * OUTPUT: Returns with the distance remaining between the aircraft and the destination. *
- * *
- * WARNINGS: Because the aircraft can move at a fast speed, the distance to target value *
- * will probably never be zero. The likely case will be that the aircraft *
- * overshoots the target. *
- * *
- * HISTORY: *
- * 06/14/1995 JLB : Created. *
- * 03/05/1996 JLB : Specifies destination target value. *
- *=============================================================================================*/
- int AircraftClass::Process_Fly_To(bool slowdown, TARGET dest)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) slowdown = false;
- COORDINATE coord;
- if (Is_Target_Building(dest)) {
- coord = As_Building(dest)->Docking_Coord();
- } else {
- coord = As_Coord(dest);
- }
- int distance = Distance(coord);
- PrimaryFacing.Set_Desired(Direction(coord));
- if (slowdown) {
- int speed = min(distance, 0x0300);
- speed = Bound(speed/3, 0x0020, 0x00FF);
- if (Speed != speed) {
- Set_Speed(speed);
- }
- }
- if (distance < 0x0010) {
- if (slowdown) {
- Set_Speed(0);
- }
- distance = 0;
- }
- return(distance);
- }
- #ifdef CHEAT_KEYS
- /***********************************************************************************************
- * AircraftClass::Debug_Dump -- Displays the status of the aircraft to the mono monitor. *
- * *
- * This displays the current status of the aircraft class to the mono monitor. By this *
- * display bugs may be tracked down or prevented. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/02/1994 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Debug_Dump(MonoClass * mono) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- mono->Set_Cursor(0, 0);
- mono->Print(Text_String(TXT_DEBUG_AIRCRAFT));
- mono->Set_Cursor(1, 11);mono->Printf("%3d", AttacksRemaining);
- FootClass::Debug_Dump(mono);
- }
- #endif
- /***********************************************************************************************
- * AircraftClass::Active_Click_With -- Handles clicking over specified object. *
- * *
- * This routine is used when the player clicks over the speicifed object. It will assign *
- * the appropriate mission to the aircraft. *
- * *
- * INPUT: action -- The action that was nominally determined by the What_Action function. *
- * *
- * object -- The object over which the mouse was clicked. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine will alter the game sequence and causes an event packet to be *
- * propagated to all connected machines. *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Active_Click_With(ActionType action, ObjectClass * object)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- action = What_Action(object);
- switch (action) {
- case ACTION_NOMOVE:
- return;
- case ACTION_ENTER:
- Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target());
- break;
- case ACTION_SELF:
- Player_Assign_Mission(MISSION_UNLOAD, TARGET_NONE, TARGET_NONE);
- break;
- default:
- break;
- }
- FootClass::Active_Click_With(action, object);
- }
- /***********************************************************************************************
- * AircraftClass::Active_Click_With -- Handles clicking over specified cell. *
- * *
- * This routine is used when the player clicks the mouse of the specified cell. It will *
- * assign the appropriate mission to the aircraft. *
- * *
- * INPUT: action -- The action nominally determined by What_Action(). *
- * *
- * cell -- The cell over which the mouse was clicked. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine will affect the game sequence and causes an event object to be *
- * propagated to all connected machines. *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Active_Click_With(ActionType action, CELL cell)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- FootClass::Active_Click_With(action, cell);
- }
- /***********************************************************************************************
- * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. *
- * *
- * This routine is called as a result of player input with the intent to change the *
- * mission of the aircraft. *
- * *
- * INPUT: mission -- The mission requested of the aircraft. *
- * *
- * target -- The value to assign to the aircraft's targeting computer. *
- * *
- * dest. -- The value to assign to the aircraft's navigation computer. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: The mission specified will be executed at an indeterminate future game frame. *
- * This is controlled by net/modem propagation delay. *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (AllowVoice) {
- if (mission == MISSION_ATTACK) {
- Response_Attack();
- } else {
- Response_Move();
- }
- }
- Queue_Mission(TargetClass(this), mission, target, destination);
- }
- /***********************************************************************************************
- * AircraftClass::What_Action -- Determines what action to perform. *
- * *
- * This routine is used to determine what action will likely be performed if the mouse *
- * were clicked over the object specified. The display system calls this routine to *
- * control the mouse shape. *
- * *
- * INPUT: target -- Pointer to the object that the mouse is currently over. *
- * *
- * OUTPUT: Returns with the action that will occur if the mouse were clicked over the *
- * object specified. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- ActionType AircraftClass::What_Action(ObjectClass const * target) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- ActionType action = FootClass::What_Action(target);
- if (action == ACTION_SELF && (!How_Many() || (Height > 0) || IsTethered)) {
- action = ACTION_NONE;
- }
- if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) {
- action = ACTION_NONE;
- }
- if (House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_BUILDING && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) {
- action = ACTION_ENTER;
- }
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (!Class->IsFixedWing && House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_VESSEL && *(VesselClass *)target == VESSEL_CARRIER && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) {
- action = ACTION_ENTER;
- }
- #endif
- if (Class->IsFixedWing && action == ACTION_MOVE) {
- action = ACTION_NOMOVE;
- }
- if (action == ACTION_NONE) {
- action = What_Action(Coord_Cell(target->Center_Coord()));
- }
- /*
- ** Special return to friendly repair factory action.
- */
- if (House->IsPlayerControl && action == ACTION_SELECT && target->What_Am_I() == RTTI_BUILDING) {
- BuildingClass * building = (BuildingClass *)target;
- if (building->Class->Type == STRUCT_REPAIR && !building->In_Radio_Contact() && !building->Is_Something_Attached()) {
- action = ACTION_ENTER;
- }
- }
- return(action);
- }
- /***********************************************************************************************
- * AircraftClass::What_Action -- Determines what action to perform. *
- * *
- * This routine will determine what action would occur if the mouse were clicked over the *
- * cell specified. The display system calls this routine to determine what mouse shape *
- * to use. *
- * *
- * INPUT: cell -- The cell over which the mouse is currently positioned. *
- * *
- * OUTPUT: Returns with the action that will be performed if the mouse were clicked at the *
- * specified cell location. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- ActionType AircraftClass::What_Action(CELL cell) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- ActionType action = FootClass::What_Action(cell);
- //using function for IsVisible so we have different results for different players - JAS 2019/09/30
- if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) {
- action = ACTION_NOMOVE;
- }
- if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) {
- action = ACTION_NONE;
- }
- if (Class->IsFixedWing && action == ACTION_MOVE) {
- action = ACTION_NOMOVE;
- }
- return(action);
- }
- /***********************************************************************************************
- * AircraftClass::Pose_Dir -- Fetches the natural landing facing. *
- * *
- * Use this routine to get the desired facing the aircraft should assume when landing. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the normal default facing the aircraft should have when landed. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- * 03/04/1996 JLB : Fixed wing aircraft always face down the runway. *
- *=============================================================================================*/
- DirType AircraftClass::Pose_Dir(void) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (*this == AIRCRAFT_TRANSPORT) {
- return(DIR_N);
- }
- if (Class->IsFixedWing) {
- return(DIR_E);
- }
- return(DIR_NE);
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. *
- * *
- * This routine is the state machine that handles the attack mission for aircraft. It will *
- * handling homing in on and firing on the target in the aircraft's targeting computer. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of game ticks to pass before this routine must be called *
- * again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- * 09/22/1995 JLB : Fixes brain dead helicopter for Nod scen #7. *
- *=============================================================================================*/
- int AircraftClass::Mission_Attack(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Class->IsFixedWing) {
- return(Mission_Hunt());
- }
- enum {
- VALIDATE_AZ,
- PICK_ATTACK_LOCATION,
- TAKE_OFF,
- FLY_TO_POSITION,
- FIRE_AT_TARGET,
- FIRE_AT_TARGET2,
- RETURN_TO_BASE
- };
- switch (Status) {
- /*
- ** Double check target and validate the attack zone.
- */
- case VALIDATE_AZ:
- if (!Target_Legal(TarCom)) {
- Status = RETURN_TO_BASE;
- } else {
- Status = PICK_ATTACK_LOCATION;
- }
- break;
- /*
- ** Pick a good location to attack from.
- */
- case PICK_ATTACK_LOCATION:
- if (!Target_Legal(TarCom)) {
- Status = RETURN_TO_BASE;
- } else {
- Assign_Destination(Good_Fire_Location(TarCom));
- if (Target_Legal(NavCom)) {
- Status = TAKE_OFF;
- } else {
- Status = RETURN_TO_BASE;
- }
- }
- break;
- /*
- ** Take off (if necessary).
- */
- case TAKE_OFF:
- if (!Target_Legal(TarCom)) {
- Status = RETURN_TO_BASE;
- } else {
- if (Process_Take_Off()) {
- Status = FLY_TO_POSITION;
- /*
- ** Break off radio contact with the helipad it is taking off from.
- */
- if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- /*
- ** Start flying toward the destination by skewing at first.
- ** As the flight progresses, the body will rotate to face
- ** the direction of travel.
- */
- int diff = SecondaryFacing.Difference(Direction(NavCom));
- diff = Bound(diff, -128, 128);
- PrimaryFacing = DirType((int)SecondaryFacing.Current()+diff);
- }
- return(1);
- }
- break;
- /*
- ** Fly to attack location.
- */
- case FLY_TO_POSITION:
- if (Target_Legal(TarCom)) {
- /*
- ** If the navcom was cleared mysteriously, then try to pick
- ** a new attack location. This is a likely event if the player
- ** clicks on a new target while in flight to an existing target.
- */
- if (!Target_Legal(NavCom)) {
- Status = PICK_ATTACK_LOCATION;
- return(1);
- }
- int distance = Process_Fly_To(true, NavCom);
- if (distance < 0x0200) {
- SecondaryFacing.Set_Desired(Direction(TarCom));
- if (distance < 0x0010) {
- Status = FIRE_AT_TARGET;
- Assign_Destination(TARGET_NONE);
- }
- } else {
- SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
- return(1);
- }
- } else {
- Status = RETURN_TO_BASE;
- }
- return(1);
- /*
- ** Fire at the target.
- */
- case FIRE_AT_TARGET:
- if (!Target_Legal(TarCom)) {
- Status = RETURN_TO_BASE;
- return(1);
- }
- PrimaryFacing.Set_Desired(Direction(TarCom));
- SecondaryFacing.Set_Desired(Direction(TarCom));
- switch (Can_Fire(TarCom, 0)) {
- case FIRE_CLOAKED:
- Do_Uncloak();
- break;
- case FIRE_OK:
- Fire_At(TarCom, 0);
- Map[::As_Cell(TarCom)].Incoming(Coord, true);
- Status = FIRE_AT_TARGET2;
- break;
- case FIRE_REARM:
- case FIRE_FACING:
- break;
- default:
- if (!Ammo) {
- Status = RETURN_TO_BASE;
- } else {
- Status = FIRE_AT_TARGET2;
- }
- break;
- }
- return(1);
- /*
- ** Fire at the target.
- */
- case FIRE_AT_TARGET2:
- if (!Target_Legal(TarCom)) {
- Status = RETURN_TO_BASE;
- return(1);
- }
- PrimaryFacing.Set_Desired(Direction(TarCom));
- SecondaryFacing.Set_Desired(Direction(TarCom));
- switch (Can_Fire(TarCom, 0)) {
- case FIRE_CLOAKED:
- Do_Uncloak();
- break;
- case FIRE_REARM:
- break;
- case FIRE_OK:
- Fire_At(TarCom, 0);
- Map[::As_Cell(TarCom)].Incoming(Coord, true);
- if (Ammo) {
- Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET;
- } else {
- Status = RETURN_TO_BASE;
- }
- break;
- default:
- if (!Ammo) {
- Status = RETURN_TO_BASE;
- } else {
- if (!In_Range(TarCom)) {
- Status = PICK_ATTACK_LOCATION;
- } else {
- Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET;
- }
- }
- break;
- }
- break;
- /*
- ** Fly back to landing spot.
- */
- case RETURN_TO_BASE:
- /*
- ** Break off of firing at the target if there is no more
- ** point in attacking it this mission. The player will
- ** reassign a target for the next mission.
- */
- if (!Ammo && (IsALoaner || House->IsHuman)) {
- Assign_Target(TARGET_NONE);
- }
- Assign_Destination(TARGET_NONE);
- Enter_Idle_Mode();
- break;
- default:
- break;
- }
- return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
- }
- /***********************************************************************************************
- * AircraftClass::New_LZ -- Find a good landing zone. *
- * *
- * Use this routine to locate a good landing zone that is nearby the location specified. *
- * By using this routine it is possible to assign the same landing zone to several *
- * aircraft and they will land nearby without conflict. *
- * *
- * INPUT: oldlz -- Target value of desired landing zone (usually a cell target value). *
- * *
- * OUTPUT: Returns with the new good landing zone. It might be the same value passed in. *
- * *
- * WARNINGS: The landing zone might be a goodly distance away from the ideal if there is *
- * extensive blocking terrain in the vicinity. *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- TARGET AircraftClass::New_LZ(TARGET oldlz) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Target_Legal(oldlz) && (!Is_LZ_Clear(oldlz) || !Cell_Seems_Ok(As_Cell(oldlz)))) {
- COORDINATE coord = As_Coord(oldlz);
- /*
- ** Scan outward in a series of concentric rings up to certain distance
- ** in cells.
- */
- for (int radius = 0; radius < Rule.LZScanRadius / CELL_LEPTON_W; radius++) {
- FacingType modifier = Random_Pick(FACING_N, FACING_NW);
- CELL lastcell = -1;
- /*
- ** Perform a radius scan out from the original center location. Try to
- ** find a cell that is allowed to be a legal LZ.
- */
- for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) {
- CELL newcell = Coord_Cell(Coord_Move(coord, Facing_Dir(facing+modifier), radius * ICON_LEPTON_W));
- if (Map.In_Radar(newcell)) {
- TARGET newtarget = ::As_Target(newcell);
- if (newcell != lastcell && Is_LZ_Clear(newtarget) && Cell_Seems_Ok(newcell)) {
- return(newtarget);
- }
- lastcell = newcell;
- }
- }
- }
- }
- return(oldlz);
- }
- /***********************************************************************************************
- * AircraftClass::Receive_Message -- Handles receipt of radio messages. *
- * *
- * This routine receives all radio messages directed at this aircraft. It is used to handle *
- * all inter-object coordination. Typically, this would be for transport helicopters and *
- * other complex landing operations required of helicopters. *
- * *
- * INPUT: from -- The source of this radio message. *
- * *
- * message -- The message itself. *
- * *
- * param -- An optional parameter that may be used to transfer additional *
- * data. *
- * *
- * OUTPUT: Returns with the radio response from the aircraft. *
- * *
- * WARNINGS: Some radio messages are handled by the base classes. *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- RadioMessageType AircraftClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- switch (message) {
- case RADIO_PREPARED:
- if (Target_Legal(TarCom)) return(RADIO_NEGATIVE);
- if ((Height == 0 && Ammo == Class->MaxAmmo) || (Height > 0 && Ammo > 0)) return(RADIO_ROGER);
- return(RADIO_NEGATIVE);
- /*
- ** Something disastrous has happened to the object in contact with. Fall back
- ** and regroup. This means that any landing process is immediately aborted.
- */
- case RADIO_RUN_AWAY:
- if (IsLanding) {
- IsLanding = false;
- IsTakingOff = true;
- }
- if (Class->IsFixedWing) {
- Assign_Destination(Good_LZ());
- if (!Target_Legal(NavCom)) {
- Assign_Mission(MISSION_RETREAT);
- } else {
- Assign_Mission(MISSION_MOVE);
- }
- } else {
- Scatter(0, true);
- }
- break;
- /*
- ** The ground control requests that this specified landing spot be used.
- */
- case RADIO_MOVE_HERE:
- FootClass::Receive_Message(from, message, param);
- if (Is_Target_Building(param)) {
- if (Transmit_Message(RADIO_CAN_LOAD, As_Techno(param)) != RADIO_ROGER) {
- return(RADIO_NEGATIVE);
- }
- Assign_Mission(MISSION_ENTER);
- Assign_Destination((TARGET)param);
- } else {
- Assign_Mission(MISSION_MOVE);
- Assign_Destination((TARGET)param);
- }
- Commence();
- return(RADIO_ROGER);
- /*
- ** Ground control is requesting if the aircraft requires navigation direction.
- */
- case RADIO_NEED_TO_MOVE:
- FootClass::Receive_Message(from, message, param);
- if (!Target_Legal(NavCom) && !IsTakingOff && !IsLanding) {
- return(RADIO_ROGER);
- }
- return(RADIO_NEGATIVE);
- /*
- ** This message is sent by the passenger when it determines that it has
- ** entered the transport.
- */
- case RADIO_IM_IN:
- if (How_Many() == Class->Max_Passengers()) {
- Close_Door(5, 4);
- }
- /*
- ** If a civilian has entered the transport, then the transport will immediately
- ** fly off the map.
- */
- if (_Counts_As_Civ_Evac(from)) {
- Assign_Mission(MISSION_RETREAT);
- }
- return(RADIO_ATTACH);
- /*
- ** Docking maintenance message received. Check to see if new orders should be given
- ** to the impatient unit.
- */
- case RADIO_DOCKING:
- if (Class->Max_Passengers() > 0 && How_Many() < Class->Max_Passengers()) {
- FootClass::Receive_Message(from, message, param);
- if (!IsTethered && !IsLanding && !IsTakingOff && Height == 0) {
- Open_Door(5, 4);
- /*
- ** If the potential passenger needs someplace to go, then figure out a good
- ** spot and tell it to go.
- */
- if (Transmit_Message(RADIO_NEED_TO_MOVE, from) == RADIO_ROGER) {
- CELL cell;
- /*DirType dir =*/ Desired_Load_Dir(from, cell);
- /*
- ** If no adjacent free cells are detected, then passenger loading
- ** cannot occur. Break radio contact.
- */
- if (cell == 0) {
- Transmit_Message(RADIO_OVER_OUT, from);
- } else {
- param = (long)::As_Target(cell);
- /*
- ** Tell the potential passenger where it should go. If the passenger is
- ** already at the staging location, then tell it to move onto the transport
- ** directly.
- */
- if (Transmit_Message(RADIO_MOVE_HERE, param, from) == RADIO_YEA_NOW_WHAT) {
- param = (long)As_Target();
- Transmit_Message(RADIO_TETHER);
- if (Transmit_Message(RADIO_MOVE_HERE, param, from) != RADIO_ROGER) {
- Transmit_Message(RADIO_OVER_OUT, from);
- } else {
- Contact_With_Whom()->Unselect();
- }
- }
- }
- }
- }
- return(RADIO_ROGER);
- }
- break;
- /*
- ** Asks if the passenger can load on this transport.
- */
- case RADIO_CAN_LOAD:
- if (Class->Max_Passengers() == 0 || from == NULL || !House->Is_Ally(from->Owner()) || Height > 0) return(RADIO_STATIC);
- if (/*!In_Radio_Contact() &&*/ How_Many() < Class->Max_Passengers()) {
- return(RADIO_ROGER);
- }
- return(RADIO_NEGATIVE);
- default:
- break;
- }
- /*
- ** Let the base class take over processing this message.
- */
- return(FootClass::Receive_Message(from, message, param));
- }
- /***********************************************************************************************
- * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. *
- * *
- * This routine is used by the transport helicopter to determine the location where the *
- * infantry passengers should line up before loading. *
- * *
- * INPUT: object -- The object that is trying to load up on this transport. *
- * *
- * -- Reference to the cell that the passengers should move to before the *
- * actual load process may begin. *
- * *
- * OUTPUT: Returns with the direction that the helicopter should face for the load operation. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- * 07/30/1995 JLB : Revamped to scan all adjacent cells. *
- *=============================================================================================*/
- DirType AircraftClass::Desired_Load_Dir(ObjectClass * object, CELL & moveto) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- CELL center = Coord_Cell(Center_Coord());
- for (int sweep = FACING_N; sweep < FACING_S; sweep++) {
- moveto = Adjacent_Cell(center, FacingType(FACING_S+sweep));
- if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N);
- moveto = Adjacent_Cell(center, FacingType(FACING_S-sweep));
- if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N);
- }
- return(DIR_N);
- }
- /***********************************************************************************************
- * AircraftClass::Process_Take_Off -- State machine support for taking off. *
- * *
- * This routine is used by the main game state machine processor. This utility routine *
- * handles a helicopter as it transitions from landed to flying state. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Has the helicopter reached flight level now? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Process_Take_Off(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- IsLanding = false;
- IsTakingOff = true;
- if (Class->IsFixedWing) {
- Set_Speed(0xFF);
- if (Height == FLIGHT_LEVEL) {
- return(true);
- }
- } else {
- switch (Height) {
- case 0:
- Close_Door(5, 4);
- PrimaryFacing = SecondaryFacing;
- break;
- case FLIGHT_LEVEL/2:
- PrimaryFacing.Set_Desired(Direction(NavCom));
- break;
- case FLIGHT_LEVEL-(FLIGHT_LEVEL/3):
- SecondaryFacing.Set_Desired(PrimaryFacing.Desired());
- Set_Speed(0x20);
- break;
- case FLIGHT_LEVEL-(FLIGHT_LEVEL/5):
- Set_Speed(0x40);
- break;
- case FLIGHT_LEVEL:
- Set_Speed(0xFF);
- IsTakingOff = false;
- return(true);
- default:
- break;
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Process_Landing -- Landing process state machine handler. *
- * *
- * This is a support routine that is called by the main state machine routines. This *
- * routine is responsible for handling the helicopter as it transitions from flight to *
- * landing. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Has the helicopter completely landed now? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- * 03/04/1996 JLB : Handles fixed wing aircraft. *
- *=============================================================================================*/
- bool AircraftClass::Process_Landing(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- IsTakingOff = false;
- IsLanding = true;
- if (Class->IsFixedWing) {
- int distance = Distance(NavCom);
- if (distance > 0x0100) {
- SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
- }
- switch (Height) {
- case 0:
- Set_Speed(0);
- IsLanding = false;
- return(true);
- default:
- // if (distance*2 > Class->LandingSpeed) {
- // Set_Speed(Class->LandingSpeed);
- // } else {
- // Set_Speed(distance/2);
- // }
- Set_Speed(Class->LandingSpeed / House->AirspeedBias);
- break;
- }
- } else {
- switch (Height) {
- case 0:
- IsLanding = false;
- return(true);
- case FLIGHT_LEVEL/2:
- Set_Speed(0);
- break;
- case FLIGHT_LEVEL:
- break;
- default:
- break;
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. *
- * *
- * This routine is used when the passability of a cell needs to be determined. This is *
- * necessary when scanning for a location that the aircraft can land. *
- * *
- * INPUT: cell -- The cell location to check for landing. *
- * *
- * OUTPUT: Returns a value indicating if the cell is a legal landing spot or not. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- *=============================================================================================*/
- MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (!Map.In_Radar(cell)) return(MOVE_NO);
- CellClass * cellptr = &Map[cell];
- ObjectClass const * occupier = cellptr->Cell_Occupier();
- if (occupier == NULL ||
- !occupier->Is_Techno() ||
- ((TechnoClass *)occupier)->House->Is_Ally(House) ||
- (!((TechnoClass *)occupier)->Is_Cloaked(this) &&
- (ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) )
- ) {
- if (!cellptr->Is_Clear_To_Move(SPEED_TRACK, false, false)) return(MOVE_NO);
- }
- if (Session.Type == GAME_NORMAL && IsOwnedByPlayer && !cellptr->IsMapped) {
- return(MOVE_NO);
- }
- return(MOVE_OK);
- }
- /***********************************************************************************************
- * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. *
- * *
- * Given the specified target, this routine will locate a good spot for the aircraft to *
- * fire at the target. *
- * *
- * INPUT: target -- The target that is desired to be attacked. *
- * *
- * OUTPUT: Returns with the target location of the place that firing should be made from. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- * 06/14/1995 JLB : Finer resolution on ring scan. *
- * 11/02/1996 JLB : Bias fire position to get closer to moving objects. *
- *=============================================================================================*/
- TARGET AircraftClass::Good_Fire_Location(TARGET target) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Target_Legal(target)) {
- int range = Weapon_Range(0);
- COORDINATE tcoord = As_Coord(target);
- CELL bestcell = 0;
- CELL best2cell = 0;
- int bestval = -1;
- int best2val = -1;
- /*
- ** Try to get closer to a target that is moving.
- */
- COORDINATE altcoord = 0;
- if (Is_Target_Object(target) && As_Object(target)->Is_Foot()) {
- TARGET alttarg = ((FootClass *)As_Object(target))->NavCom;
- if (Target_Legal(alttarg)) {
- altcoord = As_Coord(alttarg);
- }
- }
- for (int r = range-0x0100; r > 0x0100; r -= 0x0100) {
- for (int face = 0; face < 255; face += 16) {
- COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r);
- CELL newcell = Coord_Cell(newcoord);
- CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XY_Coord(0, FLIGHT_LEVEL)));
- //using function for IsVisible so we have different results for different players - JAS 2019/09/30
- if (Map.In_Radar(actualcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
- int dist;
- if (altcoord != 0) {
- dist = ::Distance(newcoord, altcoord);
- } else {
- dist = Distance(newcoord);
- }
- if (bestval == -1 || dist < bestval) {
- best2val = bestval;
- best2cell = bestcell;
- bestval = dist;
- bestcell = newcell;
- }
- }
- }
- if (bestval != -1) break;
- }
- if (best2val == -1) {
- best2cell = bestcell;
- }
- /*
- ** If it found a good firing location, then return this location as
- ** a target value.
- */
- if (bestval != -1) {
- if (Percent_Chance(50)) {
- return(::As_Target(bestcell));
- } else {
- return(::As_Target(best2cell));
- }
- }
- }
- return(TARGET_NONE);
- }
- /***********************************************************************************************
- * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. *
- * *
- * This routine examines the navigation computers of other aircraft in order to see if the *
- * specified cell is safe to fly to. The intent of this routine is to avoid unnecessary *
- * mid-air collisions. *
- * *
- * INPUT: cell -- The cell to examine for clear airspace. *
- * *
- * strict -- Should the scan consider the aircraft, that is making this check, a *
- * blocking aircraft. Typically, the aircraft itself is not considered *
- * a blockage -- an aircraft can always exist where it is currently *
- * located. A strict check is useful for helicopters that need to move *
- * around at the slightest provocation. *
- * *
- * OUTPUT: Is the specified cell free from airspace conflicts? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Cell_Seems_Ok(CELL cell, bool strict) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** Make sure that no other aircraft are heading to the selected location. If they
- ** are, then don't consider the location as valid.
- */
- TARGET astarget = ::As_Target(cell);
- for (int index = 0; index < Aircraft.Count(); index++) {
- AircraftClass * air = Aircraft.Ptr(index);
- if (air && (strict || air != this) && !air->IsInLimbo) {
- if (Coord_Cell(air->Coord) == cell || air->NavCom == astarget) {
- return(false);
- }
- }
- }
- return(true);
- }
- /***********************************************************************************************
- * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. *
- * *
- * This routine is used by the render logic to draw the little container "pips". This *
- * corresponds to the number of passengers for a transport helicopter or the number of *
- * shots remaining for an attack helicopter. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of "pips" to render on the aircraft. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/11/1995 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Pip_Count(void) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- int retval = 0;
- bool carrying_passengers = (Class->Max_Passengers() > 0) && ((*this != AIRCRAFT_BADGER) || (Mission != MISSION_HUNT));
- if (carrying_passengers) {
- retval = How_Many();
- } else {
- if (Ammo) {
- retval = Class->Max_Pips() * fixed(Ammo, Class->MaxAmmo);
- if (!retval) retval = 1;
- }
- }
- return(retval);
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. *
- * *
- * This routine is used when the aircraft needs to fly for either rearming or repairing. *
- * It tries to establish contact with the support building. Once contact is established *
- * the ground controller takes care of commanding the aircraft. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the delay before this routine should be called again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- * 07/04/1995 JLB : Ground controller gives orders. *
- *=============================================================================================*/
- int AircraftClass::Mission_Enter(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- enum {
- INITIAL,
- TAKEOFF,
- ALTITUDE,
- STACK,
- DOWNWIND,
- CROSSWIND,
- TRAVEL,
- LANDING
- };
- /*
- ** Verify that it has a valid NavCom. If it doesn't then request one from the
- ** building this building is trying to land upon. If that fails, then enter
- ** idle mode.
- */
- if (!Target_Legal(NavCom) && In_Which_Layer() != LAYER_GROUND) {
- if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) {
- Enter_Idle_Mode();
- return(1);
- }
- }
- switch (Status) {
- case INITIAL:
- if (Height < FLIGHT_LEVEL || IsLanding) {
- Status = TAKEOFF;
- } else {
- Status = ALTITUDE;
- }
- break;
- case TAKEOFF:
- if (Process_Take_Off()) {
- /*
- ** After takeoff is complete, break radio contact with any helipad that this
- ** helicopter is taking off from.
- */
- if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- Status = ALTITUDE;
- }
- break;
- case ALTITUDE:
- /*
- ** Establish radio contact with the building this helicopter is trying
- ** to land at.
- */
- if (In_Radio_Contact()) {
- if (!Target_Legal(NavCom)) {
- Transmit_Message(RADIO_DOCKING);
- if (!Target_Legal(NavCom)) {
- Enter_Idle_Mode();
- return(1);
- }
- }
- Status = STACK;
- } else {
- TechnoClass * tech = As_Techno(NavCom);
- if (tech && Transmit_Message(RADIO_CAN_LOAD, tech) == RADIO_ROGER) {
- Transmit_Message(RADIO_HELLO, tech);
- Transmit_Message(RADIO_DOCKING);
- Status = STACK;
- } else {
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (tech->What_Am_I() != RTTI_VESSEL) {
- Assign_Destination(TARGET_NONE);
- Enter_Idle_Mode();
- }
- #else
- Assign_Destination(TARGET_NONE);
- Enter_Idle_Mode();
- #endif
- }
- }
- break;
- case STACK:
- if (Class->IsFixedWing) {
- int distance;
- TARGET togo;
- BuildingClass const * building = As_Building(NavCom);
- if (building) {
- togo = ::As_Target(building->Check_Point(CHECK_STACK));
- } else {
- togo = NavCom;
- }
- distance = Process_Fly_To(true, togo);
- if (distance < 0x0080) {
- Status = DOWNWIND;
- }
- } else {
- Status = DOWNWIND;
- }
- break;
- case DOWNWIND:
- if (Class->IsFixedWing) {
- int distance;
- TARGET togo;
- Set_Speed(200);
- BuildingClass const * building = As_Building(NavCom);
- if (building) {
- togo = ::As_Target(building->Check_Point(CHECK_DOWNWIND));
- } else {
- togo = NavCom;
- }
- distance = Process_Fly_To(true, togo);
- if (distance < 0x0080) {
- Status = CROSSWIND;
- }
- } else {
- Status = CROSSWIND;
- }
- break;
- case CROSSWIND:
- if (Class->IsFixedWing) {
- int distance;
- TARGET togo;
- Set_Speed(140);
- BuildingClass const * building = As_Building(NavCom);
- if (building) {
- togo = ::As_Target(building->Check_Point(CHECK_CROSSWIND));
- } else {
- togo = NavCom;
- }
- distance = Process_Fly_To(true, togo);
- if (distance < 0x0080) {
- Status = TRAVEL;
- }
- } else {
- Status = TRAVEL;
- }
- break;
- case TRAVEL:
- Transmit_Message(RADIO_DOCKING);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (!In_Radio_Contact() && !Is_Target_Vessel(NavCom)) {
- #else
- if (!In_Radio_Contact()) {
- #endif
- Assign_Destination(TARGET_NONE);
- Enter_Idle_Mode();
- } else {
- int distance = Process_Fly_To(true, NavCom);
- if (Class->IsFixedWing) {
- if (distance < 0x0400) {
- Status = LANDING;
- }
- return(1);
- } else {
- if (distance < 0x0080) {
- if (Target_Legal(TarCom)) {
- SecondaryFacing.Set_Desired(Direction(TarCom));
- } else {
- SecondaryFacing.Set_Desired(Pose_Dir());
- }
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (Is_Target_Vessel(NavCom) && !In_Radio_Contact()) {
- Enter_Idle_Mode();
- break;
- }
- #endif
- if (distance < 0x0010) {
- Status = LANDING;
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if(Is_Target_Vessel(NavCom) && As_Vessel(NavCom)->NavCom) {
- Status = TRAVEL;
- }
- #endif
- }
- break;
- } else {
- SecondaryFacing.Set_Desired(Direction(NavCom));
- // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom)));
- }
- }
- return(3);
- }
- break;
- case LANDING:
- if (IsTakingOff && !Class->IsFixedWing) {
- Assign_Destination(TARGET_NONE);
- Enter_Idle_Mode();
- }
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- // If we were trying to land on a carrier and it moved, take off again
- if ( As_Vessel(NavCom) && !In_Radio_Contact()) {
- Status = INITIAL;
- break;
- }
- #endif
- if (Process_Landing()) {
- switch (Transmit_Message(RADIO_IM_IN)) {
- case RADIO_ROGER:
- Assign_Mission(MISSION_GUARD);
- break;
- case RADIO_ATTACH:
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if(Contact_With_Whom()->What_Am_I() != RTTI_VESSEL) Limbo();
- #else
- Limbo();
- #endif
- Contact_With_Whom()->Attach(this);
- break;
- default:
- Enter_Idle_Mode();
- }
- }
- break;
- default:
- break;
- }
- return(1);
- }
- /***********************************************************************************************
- * AircraftClass::Good_LZ -- Locates a good spot to land. *
- * *
- * This routine is used when helicopters need a place to land, but there are no obvious *
- * spots (i.e., helipad) available. It will try to land near a friendly helipad or friendly *
- * building if there are no helipads anywhere. In the event that there are no friendly *
- * buildings anywhere on the map, then just land right where it is flying. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the target location where this aircraft should land. This value may *
- * not be a clear cell, but the normal landing logic will resolve that problem. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/12/1995 JLB : Created. *
- *=============================================================================================*/
- TARGET AircraftClass::Good_LZ(void) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** Scan through all of the buildings and try to land near
- ** the helipad (if there is one) or the nearest friendly building.
- */
- CELL bestcell = 0;
- int bestdist = -1;
- for (int index = 0; index < Buildings.Count(); index++) {
- BuildingClass * building = Buildings.Ptr(index);
- if (building && !building->IsInLimbo && building->House == House) {
- int dist = Distance(building);
- if (*building == Class->Building) {
- dist /= 4;
- }
- if (bestdist == -1 || dist < bestdist) {
- bestdist = dist;
- bestcell = Coord_Cell(building->Center_Coord());
- }
- }
- }
- /*
- ** Return with the suitable location if one was found.
- */
- if (bestdist != -1) {
- return(::As_Target(bestcell));
- }
- /*
- ** No good location was found. Just try to land here.
- */
- return(::As_Target(Coord_Cell(Coord)));
- }
- /***********************************************************************************************
- * AircraftClass::Set_Speed -- Sets the speed for the aircraft. *
- * *
- * This routine will set the speed for the aircraft. The speed is specified as a fraction *
- * of full speed. *
- * *
- * INPUT: speed -- The fixed point fractional speed setting. 0x00 is stopped, 0xFF is full *
- * speed. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Set_Speed(int speed)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- FootClass::Set_Speed(speed);
- MPHType sp = MPHType(min(Class->MaxSpeed * SpeedBias * House->AirspeedBias, MPH_LIGHT_SPEED));
- Fly_Speed(speed, sp);
- }
- /***********************************************************************************************
- * AircraftClass::Fire_Direction -- Determines the direction of fire. *
- * *
- * This routine will determine what direction a projectile would take if it were fired *
- * from the aircraft. This is the direction that the aircraft's body is facing. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the direction of projectile fire. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/19/1995 JLB : Created. *
- *=============================================================================================*/
- DirType AircraftClass::Fire_Direction(void) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- return(SecondaryFacing.Current());
- }
- /***********************************************************************************************
- * AircraftClass::~AircraftClass -- Destructor for aircraft object. *
- * *
- * This is the destructor for aircraft. It will limbo the aircraft if it isn't already *
- * and also removes the aircraft from any team it may be attached to. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/24/1995 JLB : Created. *
- *=============================================================================================*/
- AircraftClass::~AircraftClass(void)
- {
- if (GameActive && Class) {
- /*
- ** Remove this member from any team it may be associated with. This must occur at the
- ** top most level of the inheritance hierarchy because it may call virtual functions.
- */
- if (Team) {
- Team->Remove(this);
- Team = NULL;
- }
- House->Tracking_Remove(this);
- /*
- ** If there are any cargo members, delete them.
- */
- while (Is_Something_Attached()) {
- delete Detach_Object();
- }
- AircraftClass::Limbo();
- Class = 0;
- }
- ID = -1;
- }
- /***********************************************************************************************
- * AircraftClass::Scatter -- Causes the aircraft to move away a bit. *
- * *
- * This routine will cause the aircraft to move away from its current location and then *
- * enter some idle mode. Typically this is called when the aircraft is attacked while on *
- * the ground. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/08/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Scatter(COORDINATE , bool, bool )
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- /*
- ** Certain missions prevent scattering regardless of whether it would be
- ** a good idea or not.
- */
- if (!MissionControl[Mission].IsScatter) return;
- /*
- ** Fixed wing aircraft never scatter.
- */
- if (Class->IsFixedWing) return;
- if (IsLanding || Height == 0) {
- IsLanding = false;
- IsTakingOff = true;
- }
- Enter_Idle_Mode();
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. *
- * *
- * Aircraft don't like to be in guard mode if in flight. If this situation is detected, *
- * then figure out what the aircraft should be doing and go do it. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of game frames to delay before calling this routine again. *
- * *
- * WARNINGS: This routine typically calls the normal guard logic for ground units. *
- * *
- * HISTORY: *
- * 07/18/1995 JLB : Created. *
- * 10/10/1995 JLB : Hunts for harvesters that are unescorted. *
- *=============================================================================================*/
- int AircraftClass::Mission_Guard(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Height == FLIGHT_LEVEL) {
- /*
- ** If part of a team, then do nothing, since the team
- ** handler will take care of giving this aircraft a
- ** mission.
- */
- if (Team) {
- if (Target_Legal(NavCom)) {
- Assign_Mission(MISSION_MOVE);
- }
- return(MissionControl[Mission].Normal_Delay());
- }
- if (Class->PrimaryWeapon == NULL) {
- Assign_Destination(::As_Target(Coord_Cell(Coord)));
- Assign_Mission(MISSION_MOVE);
- } else {
- if (!Team.Is_Valid()) Enter_Idle_Mode();
- }
- return(1);
- }
- if (House->IsHuman) return(MissionControl[Mission].Normal_Delay());
- /*
- ** If the aircraft is very badly damaged, then it will search for a
- ** repair bay first.
- */
- if (House->Available_Money() >= 100 && Health_Ratio() <= Rule.ConditionYellow) {
- if (!In_Radio_Contact() ||
- (Height == 0 &&
- (Contact_With_Whom()->What_Am_I() != RTTI_BUILDING || *((BuildingClass *)Contact_With_Whom()) != STRUCT_REPAIR))) {
- BuildingClass * building = Find_Docking_Bay(STRUCT_REPAIR, true);
- if (building != NULL) {
- Assign_Destination(building->As_Target());
- Assign_Target(TARGET_NONE);
- Assign_Mission(MISSION_ENTER);
- return(1);
- }
- }
- }
- /*
- ** If the aircraft cannot attack anything because of lack of ammo,
- ** abort any normal guard logic in order to look for a helipad
- ** to rearm.
- */
- if (Ammo == 0 && Is_Weapon_Equipped()) {
- if (!In_Radio_Contact()) {
- BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false);
- #ifdef FIXIT_CARRIER // checked - ajw 9/28/98
- if (!Class->IsFixedWing) {
- int dist = 0x7FFFFFFF;
- if (building) dist=Distance(building);
- for (int index = 0; index < Vessels.Count(); index++) {
- VesselClass *ship = Vessels.Ptr(index);
- if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()) {
- if (Distance(ship) < dist || !building) {
- building = (BuildingClass *)ship;
- dist = Distance(ship);
- }
- // break;
- }
- }
- }
- #endif
- if (building != NULL) {
- Assign_Destination(building->As_Target());
- Assign_Target(TARGET_NONE);
- Assign_Mission(MISSION_ENTER);
- return(1);
- }
- }
- }
- /*
- ** If the aircraft already has a target, then attack it if possible.
- */
- if (Target_Legal(TarCom)) {
- Assign_Mission(MISSION_ATTACK);
- return(1);
- }
- /*
- ** Transport helicopters don't really do anything but just sit there.
- */
- if (!Is_Weapon_Equipped()) {
- return(TICKS_PER_SECOND*3);
- }
- /*
- ** Computer controlled helicopters will defend themselves by bouncing around
- ** and looking for a free helipad.
- */
- if (Height == 0 && !In_Radio_Contact()) {
- Scatter(0, true);
- return(TICKS_PER_SECOND*3);
- }
- /*
- ** Perform a special check to hunt for harvesters that are outside of the protective
- ** shield of their base.
- */
- if (House->State != STATE_ATTACKED) {
- TARGET target = House->Find_Juicy_Target(Coord);
- if (Target_Legal(target)) {
- Assign_Target(target);
- Assign_Mission(MISSION_ATTACK);
- }
- }
- return(FootClass::Mission_Guard());
- }
- /***********************************************************************************************
- * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. *
- * *
- * This routine handles area guard logic for aircraft. Aircraft require special handling *
- * for this mode since they are to guard area only if they are in a position to do so. *
- * Otherwise they just defend themselves. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of game frames to delay before calling this routine *
- * again. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/10/1995 JLB : Created. *
- *=============================================================================================*/
- int AircraftClass::Mission_Guard_Area(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Height == FLIGHT_LEVEL) {
- if (!Team.Is_Valid()) Enter_Idle_Mode();
- return(1);
- }
- if (House->IsHuman) return(TICKS_PER_SECOND);
- if (Height == 0 && !In_Radio_Contact()) {
- Scatter(0, true);
- return(TICKS_PER_SECOND*3);
- }
- if (Target_Legal(TarCom)) {
- Assign_Mission(MISSION_ATTACK);
- return(1);
- }
- return(FootClass::Mission_Guard_Area());
- }
- /***********************************************************************************************
- * AircraftClass::Response_Attack -- Gives audio response to attack order. *
- * *
- * This routine is used to give an audio response to an attack order. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/10/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Response_Attack(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- static VocType _response[] = {
- VOC_AFFIRM,
- VOC_ACKNOWL
- };
- VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)];
- if (AllowVoice) {
- Sound_Effect(response, fixed(1), -(ID+1));
- }
- }
- /***********************************************************************************************
- * AircraftClass::Response_Move -- Gives audio response to move request. *
- * *
- * This routine is used to give an audio response to movement orders. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/10/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Response_Move(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- static VocType _response[] = {
- VOC_ACKNOWL,
- VOC_AFFIRM
- };
- VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)];
- if (AllowVoice) {
- Sound_Effect(response, fixed(1), -(ID+1));
- }
- }
- /***********************************************************************************************
- * AircraftClass::Response_Select -- Gives audio response when selected. *
- * *
- * This routine is called when an audio response for selection is desired. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/10/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Response_Select(void)
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- static VocType _response[] = {
- VOC_VEHIC,
- VOC_REPORT,
- VOC_YESSIR,
- VOC_YESSIR,
- VOC_YESSIR,
- VOC_AWAIT
- };
- VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)];
- if (AllowVoice) {
- Sound_Effect(response, fixed(1), -(ID+1));
- }
- }
- /***********************************************************************************************
- * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. *
- * *
- * This routine is used to determine if the aircraft can fire its weapon at the target *
- * specified. If it cannot, then the reason why is returned. *
- * *
- * INPUT: target -- The target that the aircraft might fire upon. *
- * *
- * which -- The weapon that will be used to fire. *
- * *
- * OUTPUT: Returns with the reason why it can't fire or with FIRE_OK. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/05/1996 JLB : Created. *
- * 07/11/1996 JLB : Fixed for camera carrying aircraft. *
- *=============================================================================================*/
- FireErrorType AircraftClass::Can_Fire(TARGET target, int which) const
- {
- assert(Aircraft.ID(this) == ID);
- assert(IsActive);
- if (Passenger && !Is_Something_Attached()) {
- return(FIRE_AMMO);
- }
- bool camera = (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera);
- bool fudge = (Passenger || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->IsParachuted));
- if (fudge && !camera && !Ammo && !Passenger) {
- return(FIRE_AMMO);
- }
- /*
- ** Passenger aircraft that wish to 'fire' actually are requesting to
- ** paradrop or 'throw out' the cargo. This is always allowed if the terrain under the
- ** aircraft is generally clear.
- */
- if (camera || (fudge && Passenger && Is_Something_Attached())) {
- if (Arm != 0) return(FIRE_REARM);
- if (Distance(target) < (camera ? 0x0380 : 0x0200) && Map.In_Radar(Coord_Cell(Center_Coord()))) {
- // if (Distance(target) < (camera ? 0x0380 : 0x0280) && Map.In_Radar(Coord_Cell(Center_Coord()))) {
- return(FIRE_OK);
- }
- return(FIRE_RANGE);
- }
- FireErrorType canfire = FootClass::Can_Fire(target, which);
- if (canfire == FIRE_OK) {
- /*
- ** Double check to make sure that the facing is roughly toward
- ** the target. If the difference is too great, then firing is
- ** temporarily postponed.
- */
- if (Class->IsFixedWing) {
- int diff = PrimaryFacing.Difference(Direction(TarCom));
- if (ABS(diff) > (fudge ? 16 : 8)) {
- return(FIRE_FACING);
- }
- }
- }
- return(canfire);
- }
- /***********************************************************************************************
- * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. *
- * *
- * This routine handles the tricky maneuver of taking off and landing. The process of *
- * landing is not entirely safe and thus the aircraft may be destroyed as a consequence. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: bool; Was the aircraft destroyed by this process? *
- * *
- * WARNINGS: Only call this routine once per aircraft per game logic loop. Be sure to *
- * examine the return value and if true, abort all further processing of this *
- * aircraft since it is now dead. *
- * *
- * HISTORY: *
- * 07/29/1996 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Landing_Takeoff_AI(void)
- {
- /*
- ** Handle landing and taking off logic. Helicopters are prime users of this technique. The
- ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions
- ** between flying level and ground level, it will be moved into the appropriate render
- ** layer.
- */
- if (Is_Door_Closed() && (IsLanding || IsTakingOff)) {
- LayerType layer = In_Which_Layer();
- if (IsLanding) {
- Mark(MARK_UP);
- if (Height) Height -= Pixel_To_Lepton(1);
- if (Height <= 0) {
- Height = 0;
- IsLanding = false;
- Set_Speed(0);
- /*
- ** If the NavCom now equals the destination, then clear out the NavCom.
- */
- if (Coord_Cell(Center_Coord()) == As_Cell(NavCom)) {
- Assign_Destination(TARGET_NONE);
- }
- /*
- ** If a fixed-wing aircraft just landed on the ground, blow him up
- */
- if (Class->IsFixedWing && Mission != MISSION_ENTER) {
- Strength = 1;
- int damage = Strength;
- Map.Remove(this, layer);
- Take_Damage(damage, 0, WARHEAD_AP, 0, true);
- return(true);
- }
- if (Target_Legal(NavCom) && As_Techno(NavCom) == Contact_With_Whom()) {
- if (In_Radio_Contact() && Transmit_Message(RADIO_IM_IN) != RADIO_ROGER) {
- Scatter(0, true);
- }
- }
- }
- Mark(MARK_DOWN);
- }
- if (IsTakingOff) {
- Mark(MARK_UP);
- // Map.Remove(this, layer);
- Height += Pixel_To_Lepton(1);
- if (Height >= FLIGHT_LEVEL) {
- Height = FLIGHT_LEVEL;
- IsTakingOff = false;
- }
- // Map.Submit(this, In_Which_Layer());
- Mark(MARK_DOWN);
- }
- /*
- ** Make adjustments for altitude by moving from one layer to another as
- ** necessary.
- */
- if (layer != In_Which_Layer()) {
- /*
- ** When the aircraft is about to enter the ground layer, perform on last
- ** check to see if it is legal to enter that location. If not, then
- ** start the take off process. Let the normal logic handle this
- ** change of plans.
- */
- bool ok = true;
- if (In_Which_Layer() == LAYER_GROUND && !IsTakingOff && !Class->IsFixedWing) {
- if (!Is_LZ_Clear(::As_Target(Coord_Cell(Coord)))) {
- IsTakingOff = true;
- Mark(MARK_UP);
- Height += Pixel_To_Lepton(1);
- Mark(MARK_DOWN);
- ok = false;
- }
- }
- if (ok) {
- Map.Remove(this, layer);
- Map.Submit(this, In_Which_Layer());
- /*
- ** When the aircraft is close to the ground, it should exist as a ground object.
- ** This aspect is controlled by the Place_Down and Pick_Up functions.
- */
- if (In_Which_Layer() == LAYER_GROUND) {
- Assign_Destination(TARGET_NONE); // Clear the navcom.
- Transmit_Message(RADIO_TETHER);
- Look();
- // Map.Sight_From(Coord_Cell(Coord), 1, House, false);
- } else {
- Transmit_Message(RADIO_UNTETHER);
- /*
- ** If the navigation computer is not attached to the object this
- ** aircraft is in radio contact with, then assume that radio
- ** contact is now superfluous. Break radio contact.
- */
- if (In_Radio_Contact() && Target_Legal(NavCom) && NavCom != Contact_With_Whom()->As_Target()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- }
- }
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. *
- * *
- * Certain aircraft will be eliminated when they leave the edge of the world presumably *
- * after completing their mission. An exception is for aircraft that have been newly *
- * created as reinforcements and have not yet completed their mission. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: bool; Was the aircraft deleted by this routine? *
- * *
- * WARNINGS: Be sure to call this routine only once per aircraft per game logic loop. If *
- * the return value is true, then abort any further processing of this aircraft *
- * since it has been eliminated. *
- * *
- * HISTORY: *
- * 07/29/1996 JLB : Created. *
- *=============================================================================================*/
- bool AircraftClass::Edge_Of_World_AI(void)
- {
- if (!Map.In_Radar(Coord_Cell(Coord))) {
- if (Mission == MISSION_RETREAT /*|| (*this == AIRCRAFT_CARGO && !Is_Something_Attached())*/) {
- /*
- ** Check to see if there are any civilians aboard. If so, then flag the house
- ** that the civilian evacuation trigger event has been fulfilled.
- */
- while (Is_Something_Attached()) {
- FootClass * obj = Detach_Object();
- /*
- ** Flag the owning house that civ evacuation has occurred.
- */
- if (_Counts_As_Civ_Evac(obj)) {
- obj->House->IsCivEvacuated = true;
- }
- if (obj->Team.Is_Valid()) obj->Team->IsLeaveMap = true;
- #ifdef OLD
- /*
- ** Transport planes that leave can only be because they carry purchased
- ** equipment and must be have their cost refunded.
- */
- if (*this == AIRCRAFT_CARGO) {
- House->Refund_Money(obj->Class_Of().Cost_Of());
- }
- #endif
- delete obj;
- }
- if (Team.Is_Valid()) {
- Team->IsLeaveMap = true;
- }
- Stun();
- delete this;
- return(true);
- }
- } else {
- IsLocked = true;
- }
- return(false);
- }
- /***********************************************************************************************
- * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. *
- * *
- * This routine manages the aircraft movement across the map. If any movement occurred, the *
- * aircraft will be flagged to be redrawn. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only call this routine once per aircraft per game logic loop. *
- * *
- * HISTORY: *
- * 07/29/1996 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Movement_AI(void)
- {
- /*
- ** If for some strange reason, there is a valid NavCom, but this aircraft is not
- ** in a movement order, then give it a movement order.
- */
- if (Target_Legal(NavCom) && Mission == MISSION_GUARD && MissionQueue == MISSION_NONE) {
- Assign_Mission(MISSION_MOVE);
- }
- if (Speed != 0) {
- if (In_Which_Layer() == LAYER_GROUND) {
- Mark(MARK_UP);
- Physics(Coord, PrimaryFacing);
- Mark(MARK_DOWN);
- } else {
- Mark(MARK_CHANGE_REDRAW);
- if (Physics(Coord, PrimaryFacing) != RESULT_NONE) {
- Mark(MARK_CHANGE_REDRAW);
- }
- }
- }
- }
- /***********************************************************************************************
- * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. *
- * *
- * This will process the aircraft visible body and flight model rotation operations. If *
- * any rotation occurred, the aircraft will be flagged to be redrawn. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only call this routine once per aircraft per game logic loop. *
- * *
- * HISTORY: *
- * 07/29/1996 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Rotation_AI(void)
- {
- if (PrimaryFacing.Is_Rotating()) {
- Mark(MARK_CHANGE_REDRAW);
- if (PrimaryFacing.Rotation_Adjust(Class->ROT)) {
- Mark(MARK_CHANGE_REDRAW);
- }
- }
- if (Class->IsFixedWing) {
- SecondaryFacing = PrimaryFacing;
- }
- if (SecondaryFacing.Is_Rotating()) {
- Mark(MARK_CHANGE_REDRAW);
- if (SecondaryFacing.Rotation_Adjust(Class->ROT)) {
- Mark(MARK_CHANGE_REDRAW);
- }
- }
- }
- /***********************************************************************************************
- * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. *
- * *
- * This is a seldom used function since its only purpose is to be called when an aircraft *
- * lands on the ground. *
- * *
- * INPUT: why -- Why was this per cell process function called. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/15/1996 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Per_Cell_Process(PCPType why)
- {
- BStart(BENCH_PCP);
- FootClass::Per_Cell_Process(why);
- BEnd(BENCH_PCP);
- }
- /***********************************************************************************************
- * AircraftClass::Assign_Destination -- Assigns movement destination to the object. *
- * *
- * This routine is called when the object needs to have a new movement destination *
- * assigned. Aircraft have their own version of this routine because a fixed-wing plane *
- * trying to land will behave poorly if given a new destinatio while it's landing. * *
- * *
- * INPUT: destination -- The destination to assign to this object. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/24/1995 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Assign_Destination(TARGET dest)
- {
- assert(IsActive);
- if (dest == NavCom) return;
- if (Target_Legal(dest) && Class->IsFixedWing && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) {
- // if (Target_Legal(dest) /*&& Class->IsFixedWing*/ && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) {
- // if (Class->IsFixedWing || As_Cell(dest) != Coord_Cell(Center_Coord())) {
- Process_Take_Off();
- Status = 0;
- // }
- }
- FootClass::Assign_Destination(dest);
- }
- /***********************************************************************************************
- * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. *
- * *
- * This examines the aircraft to determine what display layer it should be located *
- * in. Fixed wing aircraft must always be in the top layer if they are flying even though *
- * they may be low to the ground. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the layer that this aircraft resides in. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/20/1996 JLB : Created. *
- *=============================================================================================*/
- LayerType AircraftClass::In_Which_Layer(void) const
- {
- if (Class->IsFixedWing && Height > 0) {
- return(LAYER_TOP);
- }
- return(FootClass::In_Which_Layer());
- }
- /***********************************************************************************************
- * AircraftClass::Look -- Aircraft will look if they are on the ground always. *
- * *
- * Aircraft perform a look operation according to their sight range. If the aircraft is *
- * on the ground, then it will look a distance of one cell regardless of what its *
- * specified sight range is. *
- * *
- * INPUT: incremental -- Is this an incremental look? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 10/23/1996 JLB : Created. *
- *=============================================================================================*/
- void AircraftClass::Look(bool incremental)
- {
- assert(IsActive);
- assert(!IsInLimbo);
- int sight_range = Techno_Type_Class()->SightRange;
- if (Height == 0) {
- sight_range = 1;
- }
- if (sight_range) {
- Map.Sight_From(Coord_Cell(Coord), sight_range, House, incremental);
- }
- }
- unsigned AircraftClass::Spied_By() const
- {
- unsigned spiedby = FootClass::Spied_By();
- /*
- ** Aircraft inherit the spied by flags of the helipad they've landed on
- */
- BuildingClass* building = Map[Coord].Cell_Building();
- if ((Height == 0) && In_Radio_Contact() && (building == Contact_With_Whom())) {
- spiedby |= building->Spied_By();
- }
- return spiedby;
- }
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