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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
- // software: you can redistribute it and/or modify it under the terms of
- // the GNU General Public License as published by the Free Software Foundation,
- // either version 3 of the License, or (at your option) any later version.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: F:\projects\c&c\vcs\code\drive.cpv 2.17 16 Oct 1995 16:51:16 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 : DRIVE.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : April 22, 1994 *
- * *
- * Last Update : July 30, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * DriveClass::AI -- Processes unit movement and rotation. *
- * DriveClass::Approach_Target -- Handles approaching the target in order to attack it. *
- * DriveClass::Assign_Destination -- Set the unit's NavCom. *
- * DriveClass::Class_Of -- Fetches a reference to the class type for this object. *
- * DriveClass::Debug_Dump -- Displays status information to monochrome screen. *
- * DriveClass::Do_Turn -- Tries to turn the vehicle to the specified direction. *
- * DriveClass::DriveClass -- Constructor for drive class object. *
- * DriveClass::Exit_Map -- Give the unit a movement order to exit the map. *
- * DriveClass::Fixup_Path -- Adds smooth start path to normal movement path. *
- * DriveClass::Force_Track -- Forces the unit to use the indicated track. *
- * DriveClass::Lay_Track -- Handles track laying logic for the unit. *
- * DriveClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
- * DriveClass::Ok_To_Move -- Checks to see if this object can begin moving. *
- * DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. *
- * DriveClass::Per_Cell_Process -- Handles when unit finishes movement into a cell. *
- * DriveClass::Smooth_Turn -- Handles the low level coord calc for smooth turn logic. *
- * DriveClass::Start_Of_Move -- Tries to get a unit to advance toward cell. *
- * DriveClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
- * DriveClass::While_Moving -- Processes unit movement. *
- * DriveClass::Mark_Track -- Marks the midpoint of the track as occupied. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- DriveClass::DriveClass(void) : Class(0), SimLeptonX(0), SimLeptonY(0) {}; // Added SimLeptonX and Y. ST - 4/30/2019 8:06AM
- /***********************************************************************************************
- * DriveClass::Do_Turn -- Tries to turn the vehicle to the specified direction. *
- * *
- * This routine will set the vehicle to rotate to the direction specified. For tracked *
- * vehicles, it is just a simple rotation. For wheeled vehicles, it performs a series *
- * of short drives (three point turn) to face the desired direction. *
- * *
- * INPUT: dir -- The direction that this vehicle should face. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/29/1995 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Do_Turn(DirType dir)
- {
- if (dir != PrimaryFacing) {
- /*
- ** Special rotation track is needed for units that
- ** cannot rotate in place.
- */
- if (Special.IsThreePoint && TrackNumber == -1 && Class->Speed == SPEED_WHEEL) {
- int facediff; // Signed difference between current and desired facing.
- FacingType face; // Current facing (ordinal value).
- facediff = PrimaryFacing.Difference(dir) >> 5;
- facediff = Bound(facediff, -2, 2);
- if (facediff) {
- face = Dir_Facing(PrimaryFacing);
- IsOnShortTrack = true;
- Force_Track(face*FACING_COUNT + (face + facediff), Coord);
- Path[0] = FACING_NONE;
- Set_Speed(0xFF); // Full speed.
- }
- } else {
- PrimaryFacing.Set_Desired(dir);
- //if (Special.IsJurassic && AreThingiesEnabled && What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsPieceOfEight) PrimaryFacing.Set_Current(dir);
- if (What_Am_I() == RTTI_UNIT && ((UnitClass *)this)->Class->IsPieceOfEight) PrimaryFacing.Set_Current(dir);
- }
- }
- }
- /***********************************************************************************************
- * DriveClass::Force_Track -- Forces the unit to use the indicated track. *
- * *
- * This override (nuclear bomb) style routine is to be used when a unit needs to start *
- * on a movement track but is outside the normal movement system. This occurs when a *
- * harvester starts driving off of a refinery. *
- * *
- * INPUT: track -- The track number to start on. *
- * *
- * coord -- The coordinate that the unit will end up at when the movement track *
- * is completed. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/17/1995 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Force_Track(int track, COORDINATE coord)
- {
- TrackNumber = track;
- TrackIndex = 0;
- Start_Driver(coord);
- }
- /***********************************************************************************************
- * DriveClass::Tiberium_Load -- Determine the Tiberium load as a percentage. *
- * *
- * Use this routine to determine what the Tiberium load is (as a fixed point percentage). *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the current "fullness" rating for the object. This will be 0x0000 for *
- * empty and 0x0100 for full. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/17/1995 JLB : Created. *
- *=============================================================================================*/
- int DriveClass::Tiberium_Load(void) const
- {
- if (*this == UNIT_HARVESTER) {
- return(Cardinal_To_Fixed(UnitTypeClass::STEP_COUNT, Tiberium));
- }
- return(0x0000);
- }
- /***********************************************************************************************
- * DriveClass::Approach_Target -- Handles approaching the target in order to attack it. *
- * *
- * This routine will check to see if the target is infantry and it can be overrun. It will *
- * try to overrun the infantry rather than attack it. This only applies to computer *
- * controlled vehicles. If it isn't the infantry overrun case, then it falls into the *
- * base class for normal (complex) approach algorithm. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/17/1995 JLB : Created. *
- * 07/12/1995 JLB : Flamethrower tanks don't overrun -- their weapon is better. *
- *=============================================================================================*/
- void DriveClass::Approach_Target(void)
- {
- /*
- ** Only if there is a legal target should the approach check occur.
- */
- if (!House->IsHuman && Target_Legal(TarCom) && !Target_Legal(NavCom)) {
- /*
- ** Special case:
- ** If this is for a unit that can crush infantry, and the target is
- ** infantry, AND the infantry is pretty darn close, then just try
- ** to drive over the infantry instead of firing on it.
- */
- TechnoClass * target = As_Techno(TarCom);
- if (Class->Primary != WEAPON_FLAME_TONGUE && Class->IsCrusher && Distance(TarCom) < 0x0180 && target && ((TechnoTypeClass const &)(target->Class_Of())).IsCrushable) {
- Assign_Destination(TarCom);
- return;
- }
- }
- /*
- ** In the other cases, uses the more complex "get to just within weapon range"
- ** algorithm.
- */
- FootClass::Approach_Target();
- }
- /***********************************************************************************************
- * DriveClass::Overrun_Square -- Handles vehicle overrun of a cell. *
- * *
- * This routine is called when a vehicle enters a square or when it is about to enter a *
- * square (controlled by parameter). When a vehicle that can crush infantry enters a *
- * cell that contains infantry, then the infantry will be destroyed (regardless of *
- * affiliation). When a vehicle threatens to overrun a square, all occupying infantry *
- * will attempt to get out of the way. *
- * *
- * INPUT: cell -- The cell that is, or soon will be, entered by a vehicle. *
- * *
- * threaten -- Don't kill, but just threaten to enter the cell. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 01/19/1995 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Overrun_Square(CELL cell, bool threaten)
- {
- CellClass * cellptr = &Map[cell];
- if (Class->IsCrusher) {
- if (threaten) {
- /*
- ** If the cell contains infantry, then they will panic when a vehicle tries
- ** drive over them. Have the infantry run away instead.
- */
- if (cellptr->Flag.Composite & 0x1F) {
- /*
- ** Scattering is controlled by the game difficulty level.
- */
- if (((GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_HARD) || Special.IsScatter || Scenario > 8) &&
- !(GameToPlay == GAME_NORMAL && PlayerPtr->Difficulty == DIFF_EASY)) {
- cellptr->Incoming(0, true);
- }
- }
- } else {
- ObjectClass * object = cellptr->Cell_Occupier();
- int crushed = false;
- while (object) {
- if (object->Class_Of().IsCrushable && !House->Is_Ally(object) && Distance(object->Center_Coord()) < 0x80) {
- ObjectClass * next = object->Next;
- crushed = true;
- /*
- ** Record credit for the kill(s)
- */
- Sound_Effect(VOC_SQUISH2, Coord);
- object->Record_The_Kill(this);
- object->Mark(MARK_UP);
- object->Limbo();
- delete object;
- new OverlayClass(OVERLAY_SQUISH, Coord_Cell(Coord));
- object = next;
- } else {
- object = object->Next;
- }
- }
- if (crushed) Do_Uncloak();
- }
- }
- }
- /***********************************************************************************************
- * DriveClass::DriveClass -- Constructor for drive class object. *
- * *
- * This will initialize the drive class to its default state. It is called as a result *
- * of creating a unit. *
- * *
- * INPUT: classid -- The unit's ID class. It is passed on to the foot class constructor. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/13/1994 JLB : Created. *
- *=============================================================================================*/
- DriveClass::DriveClass(UnitType classid, HousesType house) :
- Class(&UnitTypeClass::As_Reference(classid)),
- FootClass(house)
- {
- /*
- ** For two shooters, clear out the second shot flag -- it will be set the first time
- ** the object fires. For non two shooters, set the flag since it will never be cleared
- ** and the second shot flag tells the system that normal rearm times apply -- this is
- ** what is desired for non two shooters.
- */
- if (Class->IsTwoShooter) {
- IsSecondShot = false;
- } else {
- IsSecondShot = true;
- }
- IsHarvesting = false;
- IsTurretLockedDown = false;
- IsOnShortTrack = false;
- IsReturning = false;
- TrackNumber = -1;
- TrackIndex = 0;
- SpeedAccum = 0;
- Tiberium = 0;
- Strength = Class->MaxStrength;
- }
- #ifdef CHEAT_KEYS
- /***********************************************************************************************
- * DriveClass::Debug_Dump -- Displays status information to monochrome screen. *
- * *
- * This debug utility function will display the status of the drive class to the mono *
- * screen. It is through this information that bugs can be tracked down. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Debug_Dump(MonoClass *mono) const
- {
- mono->Set_Cursor(33, 7);
- mono->Printf("%2d:%2d", TrackNumber, TrackIndex);
- mono->Text_Print("X", 16 + (IsTurretLockedDown?2:0), 10);
- // mono->Text_Print("X", 16 + (IsOnShortTrack?2:0), 11);
- mono->Set_Cursor(41, 7);mono->Printf("%d", Fixed_To_Cardinal(100, Tiberium_Load()));
- FootClass::Debug_Dump(mono);
- }
- #endif
- /***********************************************************************************************
- * DriveClass::Exit_Map -- Give the unit a movement order to exit the map. *
- * *
- * This routine is used to assign an appropriate movement destination for the unit so that *
- * it will leave the map. The scripts are usually the one to call this routine when it *
- * is determined that the unit has fulfilled its mission and must "depart". *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/31/1994 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Exit_Map(void)
- {
- CELL cell; // Map exit cell number.
- if (*this == UNIT_HOVER && !Target_Legal(NavCom)) {
- /*
- ** Scan a swath of cells from current position to the edge of the map and if
- ** there is any blocking object, just wait so to try again later.
- */
- Mark(MARK_UP);
- for (int x = Cell_X(Coord_Cell(Center_Coord()))-1; x <= Cell_X(Coord_Cell(Center_Coord()))+1; x++) {
- for (int y = Cell_Y(Coord_Cell(Center_Coord()))+1; y < Map.MapCellY+Map.MapCellHeight; y++) {
- cell = XY_Cell(x, y);
- if (Map[cell].Cell_Techno()) {
- Mark(MARK_DOWN);
- return;
- }
- }
- }
- Mark(MARK_DOWN);
- /*
- ** A clear path to the map edge exists. Assign it as the navigation computer
- ** destination and let the transport move.
- */
- cell = XY_Cell(Cell_X(Coord_Cell(Coord)), Map.MapCellY+Map.MapCellHeight);
- IsReturning = true;
- Assign_Destination(::As_Target(cell));
- }
- }
- /***********************************************************************************************
- * DriveClass::Smooth_Turn -- Handles the low level coord calc for smooth turn logic. *
- * *
- * This routine calculates the new coordinate value needed for the *
- * smooth turn logic. The adjustment and flag values must be *
- * determined prior to entering this routine. *
- * *
- * INPUT: adj -- The adjustment coordinate as lifted from the *
- * correct smooth turn table. *
- * *
- * dir -- Pointer to dir for possible modification *
- * according to the flag bits. *
- * *
- * OUTPUT: Returns with the coordinate the unit should positioned to. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 03/14/1994 JLB : Created. *
- * 07/13/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- COORDINATE DriveClass::Smooth_Turn(COORDINATE adj, DirType *dir)
- {
- DirType workdir = *dir;
- int x,y;
- int temp;
- TrackControlType flags = TrackControl[TrackNumber].Flag;
- x = Coord_X(adj);
- y = Coord_Y(adj);
- if (flags & F_T) {
- temp = x;
- x = y;
- y = temp;
- workdir = (DirType)(DIR_W - workdir);
- }
- if (flags & F_X) {
- x = -x;
- workdir = (DirType)-workdir;
- }
- if (flags & F_Y) {
- y = -y;
- workdir = (DirType)(DIR_S - workdir);
- }
- *dir = workdir;
- return(XY_Coord( Coord_X(Head_To_Coord()) + x, Coord_Y(Head_To_Coord()) + y));
- }
- /***********************************************************************************************
- * DriveClass::Assign_Destination -- Set the unit's NavCom. *
- * *
- * This routine is used to set the unit's navigation computer to the *
- * specified target. Once the navigation computer is set, the unit *
- * will start planning and moving toward the destination. *
- * *
- * INPUT: target -- The destination target for the unit to head to. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/07/1992 JLB : Created. *
- * 04/15/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- void DriveClass::Assign_Destination(TARGET target)
- {
- /*
- ** Abort early if there is anything wrong with the parameters
- ** or the unit already is assigned the specified destination.
- */
- if (target == NavCom) return;
- #ifdef NEVER
- UnitClass *tunit; // Destination unit pointer.
- /*
- ** When in move mode, a map position may really indicate
- ** a unit to guard.
- */
- if (Is_Target_Cell(target)) {
- cell = As_Cell(target);
- tunit = Map[cell].Cell_Unit();
- if (tunit) {
- /*
- ** Prevent targeting of itself.
- */
- if (tunit != this) {
- target = tunit->As_Target();
- }
- } else {
- tbuilding = Map[cell].Cell_Building();
- if (tbuilding) {
- target = tbuilding->As_Target();
- }
- }
- }
- #endif
- /*
- ** For harvesting type vehicles, it might go into a dock and unload procedure
- ** when the harvester is full and an empty refinery is selected as a target.
- */
- BuildingClass * b = As_Building(target);
- /*
- ** Transport vehicles must tell all passengers that are about to load, that they
- ** cannot proceed. This is accomplished with a radio message to this effect.
- */
- //if (tunit && In_Radio_Contact() && Class->IsTransporter && Contact_With_Whom()->Is_Infantry()) {
- if (In_Radio_Contact() && Class->IsTransporter && Contact_With_Whom()->Is_Infantry()) {
- Transmit_Message(RADIO_OVER_OUT);
- }
- /*
- ** If the player clicked on a friendly repair facility and the repair
- ** facility is currently not involved with some other unit (radio or unloading).
- */
- if (b && *b == STRUCT_REPAIR) {
- if (b->In_Radio_Contact() && (b->Contact_With_Whom() != this)) {
- ArchiveTarget = target;
- } else {
- /*
- ** Establish radio contact protocol. If the facility responds correctly,
- ** then remain in radio contact and proceed toward the desired destination.
- */
- if (Transmit_Message(RADIO_HELLO, b) == RADIO_ROGER) {
- /*
- ** Last check to make sure that the loading square is free from permanent
- ** occupation (such as a building).
- */
- CELL cell = Coord_Cell(b->Center_Coord()) + (MAP_CELL_W-1);
- if (Ground[Map[cell].Land_Type()].Cost[Class->Speed] ) {
- if (Transmit_Message(RADIO_DOCKING) == RADIO_ROGER) {
- FootClass::Assign_Destination(target);
- Path[0] = FACING_NONE;
- return;
- }
- /*
- ** Failure to establish a docking relationship with the refinery.
- ** Bail & await further instructions.
- */
- Transmit_Message(RADIO_OVER_OUT);
- }
- }
- }
- }
- /*
- ** Set the unit's navigation computer.
- */
- FootClass::Assign_Destination(target);
- Path[0] = FACING_NONE; // Force recalculation of path.
- if (!IsDriving) {
- Start_Of_Move();
- }
- }
- /***********************************************************************************************
- * DriveClass::While_Moving -- Processes unit movement. *
- * *
- * This routine is used to process movement for the units as they move. *
- * It is called many times for each cell's worth of movement. This *
- * routine only applies after the next cell HeadTo has been determined. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: true/false; Should this routine be called again? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/02/1992 JLB : Created. *
- * 04/15/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- bool DriveClass::While_Moving(void)
- {
- int actual; // Working movement addition value.
- /*
- ** Perform quick legality checks.
- */
- if (!IsDriving || TrackNumber == -1 || (IsRotating && !Class->IsTurretEquipped)) {
- SpeedAccum = 0; // Kludge? No speed should accumulate if movement is on hold.
- return(false);
- }
- /*
- ** If enough movement has accumulated so that the unit can
- ** visibly move on the map, then process accordingly.
- ** Slow the unit down if he's carrying a flag.
- */
- MPHType maxspeed = MPHType(min((int)(Class->MaxSpeed * House->GroundspeedBias), (int)MPH_LIGHT_SPEED));
- if (((UnitClass *)this)->Flagged != HOUSE_NONE) {
- actual = SpeedAccum + Fixed_To_Cardinal(maxspeed /2, Speed);
- } else {
- actual = SpeedAccum + Fixed_To_Cardinal(maxspeed, Speed);
- }
- if (actual > PIXEL_LEPTON_W) {
- TurnTrackType const *track; // Track control pointer.
- TrackType const *ptr; // Pointer to coord offset values.
- int tracknum; // The track number being processed.
- FacingType nextface; // Next facing queued in path.
- bool adj; // Is a turn coming up?
- track = &TrackControl[TrackNumber];
- if (IsOnShortTrack) {
- tracknum = track->StartTrack;
- } else {
- tracknum = track->Track;
- }
- ptr = RawTracks[tracknum-1].Track;
- nextface = Path[0];
- /*
- ** Determine if there is a turn coming up. If there is
- ** a turn, then track jumping might occur.
- */
- adj = false;
- if (nextface != FACING_NONE && Dir_Facing(track->Facing) != nextface) {
- adj = true;
- }
- /*
- ** Skip ahead the number of track steps required (limited only
- ** by track length). Set the unit to the new position and
- ** flag the unit accordingly.
- */
- Mark(MARK_UP);
- while (actual > PIXEL_LEPTON_W) {
- COORDINATE offset;
- DirType dir;
- actual -= PIXEL_LEPTON_W;
- offset = ptr[TrackIndex].Offset;
- if (offset || !TrackIndex) {
- dir = ptr[TrackIndex].Facing;
- Coord = Smooth_Turn(offset, &dir);
- PrimaryFacing.Set(dir);
- /*
- ** See if "per cell" processing is necessary.
- */
- if (TrackIndex && RawTracks[tracknum-1].Cell == TrackIndex) {
- Per_Cell_Process(false);
- if (!IsActive) {
- return(false);
- }
- }
- /*
- ** The unit could "jump tracks". Check to see if the unit should
- ** do so.
- */
- if (*this != UNIT_GUNBOAT && nextface != FACING_NONE && adj && RawTracks[tracknum-1].Jump == TrackIndex && TrackIndex) {
- TurnTrackType const *newtrack; // Proposed jump-to track.
- int tnum;
- tnum = Dir_Facing(track->Facing)*FACING_COUNT + nextface;
- newtrack = &TrackControl[tnum];
- if (newtrack->Track && RawTracks[newtrack->Track-1].Entry) {
- COORDINATE c = Head_To_Coord();
- int oldspeed = Speed;
- c = Adjacent_Cell(c, nextface);
- switch(Can_Enter_Cell(Coord_Cell(c), nextface)) {
- case MOVE_OK:
- IsOnShortTrack = false; // Shouldn't be necessary, but...
- TrackNumber = tnum;
- track = newtrack;
- // Mono_Printf("**Jumping from track %d to track %d. **\n", tracknum, track->Track);Keyboard::Get();
- tracknum = track->Track;
- TrackIndex = RawTracks[tracknum-1].Entry-1; // Anticipate increment.
- ptr = RawTracks[tracknum-1].Track;
- adj = false;
- Stop_Driver();
- Per_Cell_Process(true);
- if (Start_Driver(c)) {
- Set_Speed(oldspeed);
- memcpy(&Path[0], &Path[1], CONQUER_PATH_MAX-1);
- Path[CONQUER_PATH_MAX-1] = FACING_NONE;
- } else {
- Path[0] = FACING_NONE;
- TrackNumber = -1;
- actual = 0;
- }
- break;
- case MOVE_CLOAK:
- Map[Coord_Cell(c)].Shimmer();
- break;
- case MOVE_TEMP:
- if (*this == UNIT_HARVESTER || !House->IsHuman) {
- bool old = Special.IsScatter;
- Special.IsScatter = true;
- Map[Coord_Cell(c)].Incoming(0, true);
- Special.IsScatter = old;
- }
- break;
- }
- }
- }
- TrackIndex++;
- } else {
- actual = 0;
- Coord = Head_To_Coord();
- Stop_Driver();
- TrackNumber = -1;
- TrackIndex = NULL;
- /*
- ** Perform "per cell" activities.
- */
- Per_Cell_Process(true);
- break;
- }
- }
- if (IsActive) {
- Mark(MARK_DOWN);
- }
- }
- /*
- ** NEW 4/30/2019 7:59AM
- **
- ** When we don't have enough speed accumulated to move another pixel, it would be good to know at a sub-pixel (lepton) level
- ** how far we would move if we could. It didn't matter in the original when it was 320x200 pixels, but on a 3840x2160
- ** screen, what was half a pixel could now be several pixels.
- **
- ** ST
- **
- */
- if (actual && actual <= PIXEL_LEPTON_W) {
- TurnTrackType const *track; // Track control pointer.
- TrackType const *ptr; // Pointer to coord offset values.
- int tracknum; // The track number being processed.
- FacingType nextface; // Next facing queued in path.
- bool adj; // Is a turn coming up?
- track = &TrackControl[TrackNumber];
- if (IsOnShortTrack) {
- tracknum = track->StartTrack;
- } else {
- tracknum = track->Track;
- }
- ptr = RawTracks[tracknum-1].Track;
- nextface = Path[0];
- /*
- ** Determine if there is a turn coming up. If there is
- ** a turn, then track jumping might occur.
- */
- adj = false;
- if (nextface != FACING_NONE && Dir_Facing(track->Facing) != nextface) {
- adj = true;
- }
- COORDINATE simulated_pos = Coord;
- COORDINATE offset;
- DirType dir;
- offset = ptr[TrackIndex].Offset;
- if (offset || !TrackIndex) {
- dir = ptr[TrackIndex].Facing;
- simulated_pos = Smooth_Turn(offset, &dir);
- }
- int x_diff = Coord_X(simulated_pos) - Coord_X(Coord);
- int y_diff = Coord_Y(simulated_pos) - Coord_Y(Coord);
- SimLeptonX = (x_diff * actual) / PIXEL_LEPTON_W;
- SimLeptonY = (y_diff * actual) / PIXEL_LEPTON_W;
- } else {
- SimLeptonX = 0;
- SimLeptonY = 0;
- }
- /*
- ** Replace any remainder back into the unit's movement
- ** accumulator to be processed next pass.
- */
- SpeedAccum = actual;
- return(true);
- }
- /***********************************************************************************************
- * DriveClass::Per_Cell_Process -- Handles when unit finishes movement into a cell. *
- * *
- * This routine is called when a unit has mostly or completely *
- * entered a cell. The unit might be in the middle of a movement track *
- * when this routine is called. It's primary purpose is to perform *
- * sighting and other "per cell" activities. *
- * *
- * INPUT: center -- Is the unit safely at the center of a cell? If it is merely "close" *
- * to the center, then this parameter will be false. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 11/03/1993 JLB : Created. *
- * 03/30/1994 JLB : Revamped for track system. *
- * 04/15/1994 JLB : Converted to member function. *
- * 06/18/1994 JLB : Converted to virtual function. *
- * 06/18/1994 JLB : Distinguishes between center and near-center conditions. *
- *=============================================================================================*/
- void DriveClass::Per_Cell_Process(bool center)
- {
- CELL cell = Coord_Cell(Coord);
- /*
- ** Check to see if it has reached its destination. If so, then clear the NavCom
- ** regardless of the remaining path list.
- */
- if (center && As_Cell(NavCom) == cell) {
- IsTurretLockedDown = false;
- NavCom = TARGET_NONE;
- Path[0] = FACING_NONE;
- }
- #ifdef NEVER
- /*
- ** A "lemon" vehicle will have a tendency to break down as
- ** it moves about the terrain.
- */
- if (Is_A_Lemon) {
- if (Random_Pick(1, 4) == 1) {
- Take_Damage(1);
- }
- }
- #endif
- Lay_Track();
- FootClass::Per_Cell_Process(center);
- }
- /***********************************************************************************************
- * DriveClass::Start_Of_Move -- Tries to get a unit to advance toward cell. *
- * *
- * This will try to start a unit advancing toward the cell it is *
- * facing. It will check for and handle legality and reserving of the *
- * necessary cell. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: true/false; Should this routine be called again because *
- * initial start operation is temporarily delayed? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 02/02/1992 JLB : Created. *
- * 10/18/1993 JLB : This should be called repeatedly until HeadTo is not NULL. *
- * 03/16/1994 JLB : Revamped for track logic. *
- * 04/15/1994 JLB : Converted to member function. *
- * 06/19/1995 JLB : Fixed so that it won't fire on ground unnecessarily. *
- * 07/13/1995 JLB : Handles bumping into cloaked objects. *
- *=============================================================================================*/
- bool DriveClass::Start_Of_Move(void)
- {
- FacingType facing; // Direction movement will commence.
- DirType dir; // Desired actual facing toward destination.
- int facediff; // Difference between current and desired facing.
- int speed; // Speed of unit.
- CELL destcell; // Cell of destination.
- LandType ground; // Ground unit is entering.
- COORDINATE dest; // Destination coordinate.
- facing = Path[0];
- if (!Target_Legal(NavCom) && facing == FACING_NONE) {
- IsTurretLockedDown = false;
- Stop_Driver();
- if (Mission == MISSION_MOVE) {
- Enter_Idle_Mode();
- }
- return(false); // Why is it calling this routine!?!
- }
- #ifdef NEVER
- /*
- ** Movement start logic can't begin until a unit that requires
- ** a locked down turret gets to a locked down state (i.e., the
- ** turret rotation stops.
- */
- if (ClassF & CLASSF_LOCKTURRET) {
- Set_Secondary_Facing(facing<<5);
- if (Is_Rotating) {
- return(true);
- }
- }
- #endif
- /*
- ** Reduce the path length if the target is a unit and the
- ** range to the unit is less than the precalculated path steps.
- */
- if (facing != FACING_NONE) {
- int dist;
- if (Is_Target_Unit(NavCom) || Is_Target_Infantry(NavCom)) {
- dist = Lepton_To_Cell(Distance(NavCom));
- // if (dist > CELL_LEPTON_W ||
- // !As_Techno(NavCom)->Techno_Type_Class()->IsCrushable ||
- // !Class->IsCrusher) {
- if (dist < CONQUER_PATH_MAX) {
- Path[dist] = FACING_NONE;
- facing = Path[0]; // Maybe needed.
- }
- // }
- }
- }
- /*
- ** If the path is invalid at this point, then generate one. If
- ** generating a new path fails, then abort NavCom.
- */
- if (facing == FACING_NONE) {
- /*
- ** If after a path search, there is still no valid path, then set the
- ** NavCom to null and let the script take care of assigning a new
- ** navigation target.
- */
- if (!PathDelay.Expired()) {
- return(false);
- }
- if (!Basic_Path()) {
- if (Distance(NavCom) < 0x0280 && (Mission == MISSION_MOVE || Mission == MISSION_GUARD_AREA)) {
- Assign_Destination(TARGET_NONE);
- } else {
- /*
- ** If a basic path could be found, but the immediate move destination is
- ** blocked by a friendly temporary blockage, then cause that blockage
- ** to scatter. If the destination is also one cell away, then scatter
- ** regardless of direction.
- */
- CELL ourcell = Coord_Cell(Center_Coord());
- CELL navcell = As_Cell(NavCom);
- CELL cell = -1;
- if (::Distance(ourcell, navcell) < 2) {
- cell = navcell;
- } else {
- cell = Adjacent_Cell(ourcell, PrimaryFacing.Current());
- }
- if (Map.In_Radar(cell)) {
- if (Can_Enter_Cell(cell) == MOVE_TEMP) {
- CellClass * cellptr = &Map[cell];
- TechnoClass * blockage = cellptr->Cell_Techno();
- if (blockage && House->Is_Ally(blockage)) {
- bool old = Special.IsScatter;
- Special.IsScatter = true;
- cellptr->Incoming(0, true);
- Special.IsScatter = old;
- }
- }
- }
- if (TryTryAgain) {
- TryTryAgain--;
- } else {
- Assign_Destination(TARGET_NONE);
- if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
- IsNewNavCom = false;
- }
- }
- Stop_Driver();
- TrackNumber = -1;
- IsTurretLockedDown = false;
- return(false);
- }
- /*
- ** If a basic path could be found, but the immediate move destination is
- ** blocked by a friendly temporary blockage, then cause that blockage
- ** to scatter.
- */
- CELL cell = Adjacent_Cell(Coord_Cell(Center_Coord()), Path[0]);
- if (Map.In_Radar(cell)) {
- if (Can_Enter_Cell(cell) == MOVE_TEMP) {
- CellClass * cellptr = &Map[cell];
- TechnoClass * blockage = cellptr->Cell_Techno();
- if (blockage && House->Is_Ally(blockage)) {
- bool old = Special.IsScatter;
- Special.IsScatter = true;
- cellptr->Incoming(0, true);
- Special.IsScatter = old;
- }
- }
- }
- TryTryAgain = PATH_RETRY;
- facing = Path[0];
- }
- if (Class->IsLockTurret || !Class->IsTurretEquipped) {
- IsTurretLockedDown = true;
- }
- #ifdef NEVER
- /*
- ** If the turret needs to match the body's facing before
- ** movement can occur, then start it's rotation and
- ** don't start a movement track until it is aligned.
- */
- if (!Ok_To_Move(BodyFacing)) {
- return(true);
- }
- #endif
- /*
- ** Determine the coordinate of the next cell to move into.
- */
- dest = Adjacent_Cell(Coord, facing);
- dir = Facing_Dir(facing);
- /*
- ** Set the facing correctly if it isn't already correct. This
- ** means starting a rotation track if necessary.
- */
- facediff = PrimaryFacing.Difference(dir);
- if (facediff) {
- /*
- ** Request a change of facing.
- */
- Do_Turn(dir);
- return(true);
- } else {
- /* NOTE: Beyond this point, actual track assignment can begin.
- **
- ** If the cell to move into is impassable (probably for some unexpected
- ** reason), then abort the path list and set the speed to zero. The
- ** next time this routine is called, a new path will be generated.
- */
- destcell = Coord_Cell(dest);
- Mark(MARK_UP);
- MoveType cando = Can_Enter_Cell(destcell, facing);
- Mark(MARK_DOWN);
- if (cando != MOVE_OK) {
- if (Mission == MISSION_MOVE && House->IsHuman && Distance(NavCom) < 0x0200) {
- Assign_Destination(TARGET_NONE);
- }
- /*
- ** If a temporary friendly object is blocking the path, then cause it to
- ** get out of the way.
- */
- if (cando == MOVE_TEMP) {
- bool old = Special.IsScatter;
- Special.IsScatter = true;
- Map[destcell].Incoming(0, true);
- Special.IsScatter = old;
- }
- /*
- ** If a cloaked object is blocking, then shimmer the cell.
- */
- if (cando == MOVE_CLOAK) {
- Map[destcell].Shimmer();
- }
- Stop_Driver();
- if (cando != MOVE_MOVING_BLOCK) {
- Path[0] = FACING_NONE; // Path is blocked!
- }
- /*
- ** If blocked by a moving block then just exit start of move and
- ** try again next tick.
- */
- if (cando == MOVE_DESTROYABLE) {
- if (Map[destcell].Cell_Object()) {
- if (!House->Is_Ally(Map[destcell].Cell_Object())) {
- Override_Mission(MISSION_ATTACK, Map[destcell].Cell_Object()->As_Target(), TARGET_NONE);
- }
- } else {
- if (Map[destcell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[destcell].Overlay).IsWall) {
- Override_Mission(MISSION_ATTACK, ::As_Target(destcell), TARGET_NONE);
- }
- }
- } else {
- if (IsNewNavCom) Sound_Effect(VOC_SCOLD);
- }
- IsNewNavCom = false;
- TrackNumber = -1;
- return(true);
- }
- /*
- ** Determine the speed that the unit can travel to the desired square.
- */
- ground = Map[destcell].Land_Type();
- speed = Ground[ground].Cost[Class->Speed];
- if (!speed) speed = 128;
- #ifdef NEVER
- /*
- ** Set the jiggle flag if the terrain would cause the unit
- ** to jiggle when travelled over.
- */
- BaseF &= ~BASEF_JIGGLE;
- if (Ground[ground].Jiggle) {
- BaseF |= BASEF_JIGGLE;
- }
- #endif
- /*
- ** A damaged unit has a reduced speed.
- */
- if ((Class->MaxStrength>>1) > Strength) {
- speed -= (speed>>2); // Three quarters speed.
- }
- if ((speed != Speed)/* || !SpeedAdd*/) {
- Set_Speed(speed); // Full speed.
- }
- /*
- ** Adjust speed depending on distance to ultimate movement target. The
- ** further away the target is, the faster the vehicle will travel.
- */
- int dist = Distance(NavCom);
- if (dist < 0x0200) {
- speed = Fixed_To_Cardinal(speed, 0x00A0);
- } else {
- if (dist < 0x0700) {
- speed = Fixed_To_Cardinal(speed, 0x00D0);
- }
- }
- /*
- ** Reserve the destination cell so that it won't become
- ** occupied AS this unit is moving into it.
- */
- if (cando != MOVE_OK) {
- Path[0] = FACING_NONE; // Path is blocked!
- TrackNumber = -1;
- dest = NULL;
- } else {
- Overrun_Square(Coord_Cell(dest), true);
- /*
- ** Determine which track to use (based on recorded path).
- */
- FacingType nextface = Path[1];
- if (nextface == FACING_NONE) nextface = facing;
- IsOnShortTrack = false;
- TrackNumber = facing * FACING_COUNT + nextface;
- if (TrackControl[TrackNumber].Track == 0) {
- Path[0] = FACING_NONE;
- TrackNumber = -1;
- return(true);
- } else {
- if (TrackControl[TrackNumber].Flag & F_D) {
- /*
- ** If the middle cell of a two cell track contains a crate,
- ** the check for goodies before movement starts.
- */
- if (!Map[destcell].Goodie_Check(this)) {
- cando = MOVE_NO;
- } else {
- dest = Adjacent_Cell(dest, nextface);
- destcell = Coord_Cell(dest);
- cando = Can_Enter_Cell(destcell);
- }
- if (cando != MOVE_OK) {
- /*
- ** If a temporary friendly object is blocking the path, then cause it to
- ** get out of the way.
- */
- if (cando == MOVE_TEMP) {
- bool old = Special.IsScatter;
- Special.IsScatter = true;
- Map[destcell].Incoming(0, true);
- Special.IsScatter = old;
- }
- /*
- ** If a cloaked object is blocking, then shimmer the cell.
- */
- if (cando == MOVE_CLOAK) {
- Map[destcell].Shimmer();
- }
- Path[0] = FACING_NONE; // Path is blocked!
- TrackNumber = -1;
- dest = NULL;
- if (cando == MOVE_DESTROYABLE) {
- if (Map[destcell].Cell_Object()) {
- if (!House->Is_Ally(Map[destcell].Cell_Object())) {
- Override_Mission(MISSION_ATTACK, Map[destcell].Cell_Object()->As_Target(), TARGET_NONE);
- }
- } else {
- if (Map[destcell].Overlay != OVERLAY_NONE && OverlayTypeClass::As_Reference(Map[destcell].Overlay).IsWall) {
- Override_Mission(MISSION_ATTACK, ::As_Target(destcell), TARGET_NONE);
- }
- }
- IsNewNavCom = false;
- TrackIndex = 0;
- return(true);
- }
- } else {
- memcpy(&Path[0], &Path[2], CONQUER_PATH_MAX-2);
- Path[CONQUER_PATH_MAX-2] = FACING_NONE;
- IsPlanningToLook = true;
- }
- } else {
- memcpy(&Path[0], &Path[1], CONQUER_PATH_MAX-1);
- }
- Path[CONQUER_PATH_MAX-1] = FACING_NONE;
- }
- }
- IsNewNavCom = false;
- TrackIndex = 0;
- if (!Start_Driver(dest)) {
- TrackNumber = -1;
- Path[0] = FACING_NONE;
- Set_Speed(0);
- }
- }
- return(false);
- }
- /***********************************************************************************************
- * DriveClass::AI -- Processes unit movement and rotation. *
- * *
- * This routine is used to process unit movement and rotation. It *
- * functions autonomously from the script system. Thus, once a unit *
- * is give rotation command or movement path, it will follow this *
- * until specifically instructed to stop. The advantage of this *
- * method is that it allows smooth movement of units, faster game *
- * execution, and reduced script complexity (since actual movement *
- * dynamics need not be controlled directly by the scripts). *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine relies on the process control bits for the *
- * specified unit (for speed reasons). Thus, only setting *
- * movement, rotation, or path list will the unit perform *
- * any physics. *
- * *
- * HISTORY: *
- * 09/26/1993 JLB : Created. *
- * 04/15/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- void DriveClass::AI(void)
- {
- FootClass::AI();
- /*
- ** If the unit is following a track, then continue
- ** to do so -- mindlessly.
- */
- if (TrackNumber != -1) {
- /*
- ** Perform the movement accumulation.
- */
- While_Moving();
- if (!IsActive) return;
- if (TrackNumber == -1 && (Target_Legal(NavCom) || Path[0] != FACING_NONE)) {
- Start_Of_Move();
- While_Moving();
- if (!IsActive) return;
- }
- } else {
- /*
- ** For tracked units that are rotating in place, perform the rotation now.
- */
- if ((Class->Speed == SPEED_FLOAT || Class->Speed == SPEED_HOVER || Class->Speed == SPEED_TRACK || (Class->Speed == SPEED_WHEEL && !Special.IsThreePoint)) && PrimaryFacing.Is_Rotating()) {
- if (PrimaryFacing.Rotation_Adjust((int)(Class->ROT * House->GroundspeedBias))) {
- Mark(MARK_CHANGE);
- }
- if (!IsRotating) {
- Per_Cell_Process(true);
- if (!IsActive) return;
- }
- } else {
- /*
- ** The unit has no track to follow, but if there
- ** is a navigation target or a remaining path,
- ** then start on a new track.
- */
- if (Mission != MISSION_GUARD || NavCom != TARGET_NONE) {
- if (Target_Legal(NavCom) || Path[0] != FACING_NONE) {
- Start_Of_Move();
- While_Moving();
- if (!IsActive) return;
- } else {
- Stop_Driver();
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * DriveClass::Fixup_Path -- Adds smooth start path to normal movement path. *
- * *
- * This routine modifies the path of the specified unit so that it *
- * will not start out with a rotation. This is necessary for those *
- * vehicles that have difficulty with rotating in place. Typically, *
- * this includes wheeled vehicles. *
- * *
- * INPUT: unit -- Pointer to the unit to adjust. *
- * *
- * path -- Pointer to path structure. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: Only units that require a fixup get modified. The *
- * modification only occurs, if there is a legal path to *
- * do so. *
- * *
- * HISTORY: *
- * 04/03/1994 JLB : Created. *
- * 04/06/1994 JLB : Uses path structure. *
- * 04/10/1994 JLB : Diagonal smooth turn added. *
- * 04/15/1994 JLB : Converted to member function. *
- *=============================================================================================*/
- void DriveClass::Fixup_Path(PathType *path)
- {
- FacingType stage[6]={FACING_N,FACING_N,FACING_N,FACING_N,FACING_N,FACING_N}; // Prefix path elements.
- int facediff; // The facing difference value (0..4 | 0..-4).
- static FacingType _path[4][6] = {
- {(FacingType)2,(FacingType)0,(FacingType)2,(FacingType)0,(FacingType)0,(FacingType)0},
- {(FacingType)3,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0},
- {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0},
- {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0}
- };
- static FacingType _dpath[4][6] = {
- {(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0,(FacingType)0},
- {(FacingType)3,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)0,(FacingType)0},
- {(FacingType)4,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0},
- {(FacingType)5,(FacingType)0,(FacingType)2,(FacingType)2,(FacingType)1,(FacingType)0}
- };
- int index;
- int counter; // Path addition
- FacingType *ptr; // Path list pointer.
- FacingType *ptr2; // Copy of new path list pointer.
- FacingType nextpath; // Next path value.
- CELL cell; // Working cell value.
- bool ok;
- /*
- ** Verify that the unit is valid and there is a path problem to resolve.
- */
- if (!path || path->Command[0] == FACING_NONE) {
- return;
- }
- /*
- ** Only wheeled vehicles need a path fixup -- to avoid 3 point turns.
- */
- if (!Special.IsThreePoint || Class->Speed != SPEED_WHEEL) {
- return;
- }
- /*
- ** If the original path starts in the same direction as the unit, then
- ** there is no problem to resolve -- abort.
- */
- facediff = PrimaryFacing.Difference((DirType)(path->Command[0]<<5)) >> 5;
- if (!facediff) return;
- if (Dir_Facing(PrimaryFacing) & FACING_NE) {
- ptr = &_dpath[(FacingType)ABS((int)facediff)-FACING_NE][1]; // Pointer to path adjust list.
- counter = (int)_dpath[(FacingType)ABS((int)facediff)-FACING_NE][0]; // Number of path adjusts.
- } else {
- ptr = &_path[(FacingType)ABS((int)facediff)-FACING_NE][1]; // Pointer to path adjust list.
- counter = (int)_path[(FacingType)ABS((int)facediff)-FACING_NE][0]; // Number of path adjusts.
- }
- ptr2 = ptr;
- ok = true; // Presume adjustment is all ok.
- cell = Coord_Cell(Coord); // Starting cell.
- nextpath = Dir_Facing(PrimaryFacing); // Starting path.
- for (index = 0; index < counter; index++) {
- /*
- ** Determine next path element and add it to the
- ** working path list.
- */
- if (facediff > 0) {
- nextpath = nextpath + *ptr++;
- } else {
- nextpath = nextpath - *ptr++;
- }
- stage[index] = nextpath;
- cell = Adjacent_Cell(cell, nextpath);
- //cell = Coord_Cell(Adjacent_Cell(Cell_Coord(cell), nextpath));
- /*
- ** If it can't enter this cell, then abort the path
- ** building operation without adjusting the unit's
- ** path.
- */
- if (Can_Enter_Cell(cell, nextpath) != MOVE_OK) {
- ok = false;
- break;
- }
- }
- /*
- ** If veering to the left was not successful, then try veering
- ** to the right. This only makes sense if the vehicle is trying
- ** to turn 180 degrees.
- */
- if (!ok && ABS(facediff) == 4) {
- ptr = ptr2; // Pointer to path adjust list.
- facediff = -facediff;
- ok = true; // Presume adjustment is all ok.
- cell = Coord_Cell(Coord); // Starting cell.
- nextpath = Dir_Facing(PrimaryFacing); // Starting path.
- for (index = 0; index < counter; index++) {
- /*
- ** Determine next path element and add it to the
- ** working path list.
- */
- if (facediff > 0) {
- nextpath = nextpath + *ptr++;
- } else {
- nextpath = nextpath - *ptr++;
- }
- stage[index] = nextpath;
- cell = Coord_Cell(Adjacent_Cell(Cell_Coord(cell), nextpath));
- /*
- ** If it can't enter this cell, then abort the path
- ** building operation without adjusting the unit's
- ** path.
- */
- if (Can_Enter_Cell(cell, nextpath) != MOVE_OK) {
- ok = false;
- break;
- }
- }
- }
- /*
- ** If a legal path addition was created, then install it in place
- ** of the first path value. The initial path entry is to be replaced
- ** with a sequence of path entries that create smooth turning.
- */
- if (ok) {
- if (path->Length <= 1) {
- movmem(&stage[0], path->Command, MAX(counter, 1));
- path->Length = counter;
- } else {
- /*
- ** Optimize the transition path step from the smooth turn
- ** first part as it joins with the rest of the normal
- ** path. The normal prefix path steps are NOT to be optimized.
- */
- if (counter) {
- counter--;
- path->Command[0] = stage[counter];
- Optimize_Moves(path, MOVE_OK);
- }
- /*
- ** If there is more than one prefix path element, then
- ** insert the rest now.
- */
- if (counter) {
- movmem(&path->Command[0], &path->Command[counter], 40-counter);
- movmem(&stage[0], &path->Command[0], counter);
- path->Length += counter;
- }
- }
- path->Command[path->Length] = FACING_NONE;
- }
- }
- /***********************************************************************************************
- * DriveClass::Lay_Track -- Handles track laying logic for the unit. *
- * *
- * This routine handles the track laying for the unit. This entails examining the unit's *
- * current location as well as the direction and whether this unit is allowed to lay *
- * tracks in the first place. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/28/1994 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Lay_Track(void)
- {
- #ifdef NEVER
- static IconCommandType *_trackdirs[8] = {
- TrackN_S,
- TrackNE_SW,
- TrackE_W,
- TrackNW_SE,
- TrackN_S,
- TrackNE_SW,
- TrackE_W,
- TrackNW_SE
- };
- if (!(ClassF & CLASSF_TRACKS)) return;
- Icon_Install(Coord_Cell(Coord), _trackdirs[Facing_To_8(BodyFacing)]);
- #endif
- }
- /***********************************************************************************************
- * DriveClass::Mark_Track -- Marks the midpoint of the track as occupied. *
- * *
- * This routine will ensure that the midpoint (if any) of the track that the unit is *
- * following, will be marked according to the mark type specified. *
- * *
- * INPUT: headto -- The head to coordinate. *
- * *
- * type -- The type of marking to perform. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/30/1995 JLB : Created. *
- *=============================================================================================*/
- void DriveClass::Mark_Track(COORDINATE headto, MarkType type)
- {
- int value;
- if (type == MARK_UP) {
- value = false;
- } else {
- value = true;
- }
- if (headto) {
- if (!IsOnShortTrack && TrackNumber != -1) {
- /*
- ** If we have not passed the per cell process point we need
- ** to deal with it.
- */
- int tracknum = TrackControl[TrackNumber].Track;
- if (tracknum) {
- TrackType const * ptr = RawTracks[tracknum - 1].Track;
- int cellidx = RawTracks[tracknum - 1].Cell;
- if (cellidx > -1) {
- DirType dir = ptr[cellidx].Facing;
- if (TrackIndex < cellidx && cellidx != -1) {
- COORDINATE offset = Smooth_Turn(ptr[cellidx].Offset, &dir);
- CELL cell = Coord_Cell(offset);
- if ((unsigned)cell < MAP_CELL_TOTAL) {
- Map[cell].Flag.Occupy.Vehicle = value;
- }
- }
- }
- }
- }
- CELL cell = Coord_Cell(headto);
- if ((unsigned)cell < MAP_CELL_TOTAL) {
- Map[cell].Flag.Occupy.Vehicle = value;
- }
- }
- }
- /***********************************************************************************************
- * DriveClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
- * *
- * This routine will offload one Tiberium packet/quantum/bail from the object. Multiple *
- * calls to this routine are needed in order to fully offload all Tiberium. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the number of credits offloaded for the one call. If zero is returned,*
- * then this indicates that all Tiberium has been offloaded. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/19/1995 JLB : Created. *
- *=============================================================================================*/
- int DriveClass::Offload_Tiberium_Bail(void)
- {
- if (Tiberium) {
- Tiberium--;
- if (House->IsHuman) {
- return(UnitTypeClass::FULL_LOAD_CREDITS/UnitTypeClass::STEP_COUNT); // 25 in debugger
- }
- // MBL 05.14.2020: AI harvested credits fix for multiplayer, since they are miscalculated, and it's noticed
- //
- // return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT); 708 in debugger
- //
- if (GameToPlay == GAME_NORMAL) // Non-multiplayer game, keep the original calculation; 708 in debugger
- {
- return(UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3)/UnitTypeClass::STEP_COUNT); // Original (708), wrong calcualation but preserving to not break missions
- }
- else // Multiplayer game, apply the 1/3 bonus credits correction, so not be as extreme; 33 in debugger
- {
- return((UnitTypeClass::FULL_LOAD_CREDITS+(UnitTypeClass::FULL_LOAD_CREDITS/3))/UnitTypeClass::STEP_COUNT); // Corrected calculation
- }
- }
- return(0);
- }
- /***********************************************************************************************
- * DriveClass::Ok_To_Move -- Checks to see if this object can begin moving. *
- * *
- * This routine is used to verify that this object is allowed to move. Some objects can *
- * be temporarily occupied and thus cannot move until the situation permits. *
- * *
- * INPUT: direction -- The direction that movement would be desired. *
- * *
- * OUTPUT: Can the unit move in the direction specified? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/29/1995 JLB : Created. *
- *=============================================================================================*/
- bool DriveClass::Ok_To_Move(DirType ) const
- {
- return true;
- }
- /***********************************************************************************************
- * DriveClass::Class_Of -- Fetches a reference to the class type for this object. *
- * *
- * This routine will fetch a reference to the TypeClass of this object. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with reference to the type class of this object. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 07/29/1995 JLB : Created. *
- *=============================================================================================*/
- ObjectTypeClass const & DriveClass::Class_Of(void) const
- {
- return *Class;
- }
- /***************************************************************************
- ** Smooth turn track tables. These are coordinate offsets from the center
- ** of the destination cell. These are the raw tracks that are modified
- ** by negating the X and Y portions as necessary. Also for reverse travelling
- ** direction, the track list can be processed backward.
- **
- ** Track 1 = N
- ** Track 2 = NE
- ** Track 3 = N->NE 45 deg (double path consumption)
- ** Track 4 = N->E 90 deg (double path consumption)
- ** Track 5 = NE->SE 90 deg (double path consumption)
- ** Track 6 = NE->N 45 deg (double path consumption)
- ** Track 7 = N->NE (facing change only)
- ** Track 8 = NE->E (facing change only)
- ** Track 9 = N->E (facing change only)
- ** Track 10= NE->SE (facing change only)
- ** Track 11= back up into refinery
- ** Track 12= drive out of refinery
- */
- //#pragma warn -ias
- DriveClass::TrackType const DriveClass::Track1[24] = {
- {0x00F50000L,(DirType)0},
- {0x00EA0000L,(DirType)0},
- {0x00DF0000L,(DirType)0},
- {0x00D40000L,(DirType)0},
- {0x00C90000L,(DirType)0},
- {0x00BE0000L,(DirType)0},
- {0x00B30000L,(DirType)0},
- {0x00A80000L,(DirType)0},
- {0x009D0000L,(DirType)0},
- {0x00920000L,(DirType)0},
- {0x00870000L,(DirType)0},
- {0x007C0000L,(DirType)0}, // Track jump check here.
- {0x00710000L,(DirType)0},
- {0x00660000L,(DirType)0},
- {0x005B0000L,(DirType)0},
- {0x00500000L,(DirType)0},
- {0x00450000L,(DirType)0},
- {0x003A0000L,(DirType)0},
- {0x002F0000L,(DirType)0},
- {0x00240000L,(DirType)0},
- {0x00190000L,(DirType)0},
- {0x000E0000L,(DirType)0},
- {0x00030000L,(DirType)0},
- {0x00000000L,(DirType)0}
- };
- DriveClass::TrackType const DriveClass::Track2[] = {
- {0x00F8FF08L,(DirType)32},
- {0x00F0FF10L,(DirType)32},
- {0x00E8FF18L,(DirType)32},
- {0x00E0FF20L,(DirType)32},
- {0x00D8FF28L,(DirType)32},
- {0x00D0FF30L,(DirType)32},
- {0x00C8FF38L,(DirType)32},
- {0x00C0FF40L,(DirType)32},
- {0x00B8FF48L,(DirType)32},
- {0x00B0FF50L,(DirType)32},
- {0x00A8FF58L,(DirType)32},
- {0x00A0FF60L,(DirType)32},
- {0x0098FF68L,(DirType)32},
- {0x0090FF70L,(DirType)32},
- {0x0088FF78L,(DirType)32},
- {0x0080FF80L,(DirType)32}, // Track jump check here.
- {0x0078FF88L,(DirType)32},
- {0x0070FF90L,(DirType)32},
- {0x0068FF98L,(DirType)32},
- {0x0060FFA0L,(DirType)32},
- {0x0058FFA8L,(DirType)32},
- {0x0050FFB0L,(DirType)32},
- {0x0048FFB8L,(DirType)32},
- {0x0040FFC0L,(DirType)32},
- {0x0038FFC8L,(DirType)32},
- {0x0030FFD0L,(DirType)32},
- {0x0028FFD8L,(DirType)32},
- {0x0020FFE0L,(DirType)32},
- {0x0018FFE8L,(DirType)32},
- {0x0010FFF0L,(DirType)32},
- {0x0008FFF8L,(DirType)32},
- {0x00000000L,(DirType)32}
- };
- DriveClass::TrackType const DriveClass::Track3[] = {
- {0x01F5FF00L,(DirType)0},
- {0x01EAFF00L,(DirType)0},
- {0x01DFFF00L,(DirType)0},
- {0x01D4FF00L,(DirType)0},
- {0x01C9FF00L,(DirType)0},
- {0x01BEFF00L,(DirType)0},
- {0x01B3FF00L,(DirType)0},
- {0x01A8FF00L,(DirType)0},
- {0x019DFF00L,(DirType)0},
- {0x0192FF00L,(DirType)0},
- {0x0187FF00L,(DirType)0},
- {0x0180FF00L,(DirType)0},
- {0x0175FF00L,(DirType)0}, // Jump entry point here.
- {0x016BFF00L,(DirType)0},
- {0x0160FF02L,(DirType)1},
- {0x0155FF04L,(DirType)3},
- {0x014CFF06L,(DirType)4},
- {0x0141FF08L,(DirType)5},
- {0x0137FF0BL,(DirType)7},
- {0x012EFF0FL,(DirType)8},
- {0x0124FF13L,(DirType)9},
- {0x011AFF17L,(DirType)11},
- {0x0110FF1BL,(DirType)12},
- {0x0107FF1FL,(DirType)13}, // Center cell processing here.
- {0x00FCFF24L,(DirType)15},
- {0x00F3FF28L,(DirType)16},
- {0x00ECFF2CL,(DirType)17},
- {0x00E0FF32L,(DirType)19},
- {0x00D7FF36L,(DirType)20},
- {0x00CFFF3DL,(DirType)21},
- {0x00C6FF42L,(DirType)23},
- {0x00BAFF49L,(DirType)24},
- {0x00B0FF4DL,(DirType)25},
- {0x00A8FF58L,(DirType)27},
- {0x00A0FF60L,(DirType)28},
- {0x0098FF68L,(DirType)29},
- {0x0090FF70L,(DirType)31},
- {0x0088FF78L,(DirType)32},
- {0x0080FF80L,(DirType)32}, // Track jump check here.
- {0x0078FF88L,(DirType)32},
- {0x0070FF90L,(DirType)32},
- {0x0068FF98L,(DirType)32},
- {0x0060FFA0L,(DirType)32},
- {0x0058FFA8L,(DirType)32},
- {0x0050FFB0L,(DirType)32},
- {0x0048FFB8L,(DirType)32},
- {0x0040FFC0L,(DirType)32},
- {0x0038FFC8L,(DirType)32},
- {0x0030FFD0L,(DirType)32},
- {0x0028FFD8L,(DirType)32},
- {0x0020FFE0L,(DirType)32},
- {0x0018FFE8L,(DirType)32},
- {0x0010FFF0L,(DirType)32},
- {0x0008FFF8L,(DirType)32},
- {0x00000000L,(DirType)32}
- };
- DriveClass::TrackType const DriveClass::Track4[] = {
- {0x00F5FF00L,(DirType)0},
- {0x00EBFF00L,(DirType)0},
- {0x00E0FF00L,(DirType)0},
- {0x00D5FF00L,(DirType)0},
- {0x00CBFF01L,(DirType)0},
- {0x00C0FF03L,(DirType)0},
- {0x00B5FF05L,(DirType)1},
- {0x00ABFF07L,(DirType)1},
- {0x00A0FF0AL,(DirType)2},
- {0x0095FF0DL,(DirType)3},
- {0x008BFF10L,(DirType)4},
- {0x0080FF14L,(DirType)5}, // Track entry here.
- {0x0075FF18L,(DirType)8},
- {0x006DFF1CL,(DirType)12},
- {0x0063FF22L,(DirType)16},
- {0x005AFF25L,(DirType)20},
- {0x0052FF2BL,(DirType)23},
- {0x0048FF32L,(DirType)27},
- {0x0040FF37L,(DirType)32},
- {0x0038FF3DL,(DirType)36},
- {0x0030FF46L,(DirType)39},
- {0x002BFF4FL,(DirType)43},
- {0x0024FF58L,(DirType)47},
- {0x0020FF60L,(DirType)51},
- {0x001BFF6DL,(DirType)54},
- {0x0017FF79L,(DirType)57},
- {0x0014FF82L,(DirType)60}, // Track jump here.
- {0x0011FF8FL,(DirType)62},
- {0x000DFF98L,(DirType)63},
- {0x0009FFA2L,(DirType)64},
- {0x0006FFACL,(DirType)64},
- {0x0004FFB5L,(DirType)66},
- {0x0003FFC0L,(DirType)64},
- {0x0002FFCBL,(DirType)64},
- {0x0001FFD5L,(DirType)64},
- {0x0000FFE0L,(DirType)64},
- {0x0000FFEBL,(DirType)64},
- {0x0000FFF5L,(DirType)64},
- {0x00000000L,(DirType)64}
- };
- DriveClass::TrackType const DriveClass::Track5[] = {
- {0xFFF8FE08L,(DirType)32},
- {0xFFF0FE10L,(DirType)32},
- {0xFFE8FE18L,(DirType)32},
- {0xFFE0FE20L,(DirType)32},
- {0xFFD8FE28L,(DirType)32},
- {0xFFD0FE30L,(DirType)32},
- {0xFFC8FE38L,(DirType)32},
- {0xFFC0FE40L,(DirType)32},
- {0xFFB8FE48L,(DirType)32},
- {0xFFB0FE50L,(DirType)32},
- {0xFFA8FE58L,(DirType)32},
- {0xFFA0FE60L,(DirType)32},
- {0xFF98FE68L,(DirType)32},
- {0xFF90FE70L,(DirType)32},
- {0xFF88FE78L,(DirType)32},
- {0xFF80FE80L,(DirType)32}, // Track entry here.
- {0xFF78FE88L,(DirType)32},
- {0xFF71FE90L,(DirType)32},
- {0xFF6AFE97L,(DirType)32},
- {0xFF62FE9FL,(DirType)32},
- {0xFF5AFEA8L,(DirType)32},
- {0xFF53FEB0L,(DirType)35},
- {0xFF4BFEB7L,(DirType)38},
- {0xFF44FEBEL,(DirType)41},
- {0xFF3EFEC4L,(DirType)44},
- {0xFF39FECEL,(DirType)47},
- {0xFF34FED8L,(DirType)50},
- {0xFF30FEE0L,(DirType)53},
- {0xFF2DFEEBL,(DirType)56},
- {0xFF2CFEF5L,(DirType)59},
- {0xFF2BFF00L,(DirType)62},
- {0xFF2CFF0BL,(DirType)66},
- {0xFF2DFF15L,(DirType)69},
- {0xFF30FF1FL,(DirType)72},
- {0xFF34FF28L,(DirType)75},
- {0xFF39FF30L,(DirType)78},
- {0xFF3EFF3AL,(DirType)81},
- {0xFF44FF44L,(DirType)84},
- {0xFF4BFF4BL,(DirType)87},
- {0xFF53FF50L,(DirType)90},
- {0xFF5AFF58L,(DirType)93},
- {0xFF62FF60L,(DirType)96},
- {0xFF6AFF68L,(DirType)96},
- {0xFF71FF70L,(DirType)96},
- {0xFF78FF78L,(DirType)96},
- {0xFF80FF80L,(DirType)96}, // Track jump check here.
- {0xFF88FF88L,(DirType)96},
- {0xFF90FF90L,(DirType)96},
- {0xFF98FF98L,(DirType)96},
- {0xFFA0FFA0L,(DirType)96},
- {0xFFA8FFA8L,(DirType)96},
- {0xFFB0FFB0L,(DirType)96},
- {0xFFB8FFB8L,(DirType)96},
- {0xFFC0FFC0L,(DirType)96},
- {0xFFC8FFC8L,(DirType)96},
- {0xFFD0FFD0L,(DirType)96},
- {0xFFD8FFD8L,(DirType)96},
- {0xFFE0FFE0L,(DirType)96},
- {0xFFE8FFE8L,(DirType)96},
- {0xFFF0FFF0L,(DirType)96},
- {0xFFF8FFF8L,(DirType)96},
- {0x00000000L,(DirType)96}
- };
- DriveClass::TrackType const DriveClass::Track6[] = {
- {0x0100FE00L,(DirType)32},
- {0x00F8FE08L,(DirType)32},
- {0x00F0FE10L,(DirType)32},
- {0x00E8FE18L,(DirType)32},
- {0x00E0FE20L,(DirType)32},
- {0x00D8FE28L,(DirType)32},
- {0x00D0FE30L,(DirType)32},
- {0x00C8FE38L,(DirType)32},
- {0x00C0FE40L,(DirType)32},
- {0x00B8FE48L,(DirType)32},
- {0x00B0FE50L,(DirType)32},
- {0x00A8FE58L,(DirType)32},
- {0x00A0FE60L,(DirType)32},
- {0x0098FE68L,(DirType)32},
- {0x0090FE70L,(DirType)32},
- {0x0088FE78L,(DirType)32},
- {0x0080FE80L,(DirType)32}, // Jump entry point here.
- {0x0078FE88L,(DirType)32},
- {0x0070FE90L,(DirType)32},
- {0x0068FE98L,(DirType)32},
- {0x0060FEA0L,(DirType)32},
- {0x0058FEA8L,(DirType)32},
- {0x0055FEAEL,(DirType)32},
- {0x004EFEB8L,(DirType)35},
- {0x0048FEC0L,(DirType)37},
- {0x0042FEC9L,(DirType)40},
- {0x003BFED2L,(DirType)43},
- {0x0037FEDAL,(DirType)45},
- {0x0032FEE3L,(DirType)48},
- {0x002BFEEBL,(DirType)51},
- {0x0026FEF5L,(DirType)53},
- {0x0022FEFEL,(DirType)56},
- {0x001CFF08L,(DirType)59},
- {0x0019FF12L,(DirType)61},
- {0x0015FF1BL,(DirType)64},
- {0x0011FF26L,(DirType)64},
- {0x000EFF30L,(DirType)64},
- {0x000BFF39L,(DirType)64},
- {0x0009FF43L,(DirType)64},
- {0x0007FF4EL,(DirType)64},
- {0x0005FF57L,(DirType)64},
- {0x0003FF62L,(DirType)64},
- {0x0001FF6DL,(DirType)64},
- {0x0000FF77L,(DirType)64},
- {0x0000FF80L,(DirType)64}, // Track jump check here.
- {0x0000FF8BL,(DirType)64},
- {0x0000FF95L,(DirType)64},
- {0x0000FFA0L,(DirType)64},
- {0x0000FFABL,(DirType)64},
- {0x0000FFB5L,(DirType)64},
- {0x0000FFC0L,(DirType)64},
- {0x0000FFCBL,(DirType)64},
- {0x0000FFD5L,(DirType)64},
- {0x0000FFE0L,(DirType)64},
- {0x0000FFEBL,(DirType)64},
- {0x0000FFF5L,(DirType)64},
- {0x00000000L,(DirType)64}
- };
- DriveClass::TrackType const DriveClass::Track7[] = {
- {0x0006FFFFL,(DirType)0},
- {0x000CFFFEL,(DirType)4},
- {0x0011FFFCL,(DirType)8},
- {0x0018FFFAL,(DirType)12},
- {0x001FFFF6L,(DirType)16},
- {0x0024FFF3L,(DirType)19},
- {0x002BFFF0L,(DirType)22},
- {0x0030FFFDL,(DirType)23},
- {0x0035FFEBL,(DirType)24},
- {0x0038FFE8L,(DirType)25},
- {0x003CFFE6L,(DirType)26},
- {0x0040FFE3L,(DirType)27},
- {0x0043FFE0L,(DirType)28},
- {0x0046FFDDL,(DirType)29},
- {0x0043FFDFL,(DirType)30},
- {0x0040FFE1L,(DirType)30},
- {0x003CFFE3L,(DirType)30},
- {0x0038FFE5L,(DirType)30},
- {0x0035FFE7L,(DirType)31},
- {0x0030FFE9L,(DirType)31},
- {0x002BFFEBL,(DirType)31},
- {0x0024FFEDL,(DirType)31},
- {0x001FFFF1L,(DirType)31},
- {0x0018FFF4L,(DirType)32},
- {0x0011FFF7L,(DirType)32},
- {0x000CFFFAL,(DirType)32},
- {0x0006FFFDL,(DirType)32},
- {0x00000000L,(DirType)32}
- };
- DriveClass::TrackType const DriveClass::Track8[] = {
- {0x0003FFFCL,(DirType)32},
- {0x0006FFF7L,(DirType)36},
- {0x000AFFF1L,(DirType)40},
- {0x000CFFEBL,(DirType)44},
- {0x000DFFE4L,(DirType)46},
- {0x000EFFDCL,(DirType)48},
- {0x000FFFD5L,(DirType)50},
- {0x0010FFD0L,(DirType)52},
- {0x0011FFC9L,(DirType)54},
- {0x0012FFC2L,(DirType)56},
- {0x0011FFC0L,(DirType)58},
- {0x0010FFC2L,(DirType)60},
- {0x000EFFC9L,(DirType)62},
- {0x000CFFCFL,(DirType)64},
- {0x000AFFD5L,(DirType)64},
- {0x0008FFDAL,(DirType)64},
- {0x0006FFE2L,(DirType)64},
- {0x0004FFE9L,(DirType)64},
- {0x0002FFEFL,(DirType)64},
- {0x0001FFF5L,(DirType)64},
- {0x0000FFF9L,(DirType)64},
- {0x00000000L,(DirType)64}
- };
- DriveClass::TrackType const DriveClass::Track9[] = {
- {0xFFF50002L,(DirType)0},
- {0xFFEB0004L,(DirType)2},
- {0xFFE00006L,(DirType)4},
- {0xFFD50009L,(DirType)6},
- {0xFFCE000CL,(DirType)9},
- {0xFFC8000FL,(DirType)11},
- {0xFFC00012L,(DirType)13},
- {0xFFB80015L,(DirType)16},
- {0xFFC00012L,(DirType)18},
- {0xFFC8000EL,(DirType)20},
- {0xFFCE000AL,(DirType)22},
- {0xFFD50004L,(DirType)24},
- {0xFFDE0000L,(DirType)26},
- {0xFFE9FFF8L,(DirType)28},
- {0xFFEEFFF2L,(DirType)30},
- {0xFFF5FFEBL,(DirType)32},
- {0xFFFDFFE1L,(DirType)34},
- {0x0002FFD8L,(DirType)36},
- {0x0007FFD2L,(DirType)39},
- {0x000BFFCBL,(DirType)41},
- {0x0010FFC5L,(DirType)43},
- {0x0013FFBEL,(DirType)45},
- {0x0015FFB7L,(DirType)48},
- {0x0013FFBEL,(DirType)50},
- {0x0011FFC5L,(DirType)52},
- {0x000BFFCCL,(DirType)54},
- {0x0008FFD4L,(DirType)56},
- {0x0005FFDFL,(DirType)58},
- {0x0003FFEBL,(DirType)62},
- {0x0001FFF5L,(DirType)64},
- {0x00000000L,(DirType)64}
- };
- DriveClass::TrackType const DriveClass::Track10[] = {
- {0xFFF6000BL,(DirType)32},
- {0xFFF00015L,(DirType)37},
- {0xFFEB0020L,(DirType)42},
- {0xFFE9002BL,(DirType)47},
- {0xFFE50032L,(DirType)52},
- {0xFFE30038L,(DirType)57},
- {0xFFE00040L,(DirType)60},
- {0xFFE20038L,(DirType)62},
- {0xFFE40032L,(DirType)64},
- {0xFFE5002AL,(DirType)68},
- {0xFFE6001EL,(DirType)70},
- {0xFFE70015L,(DirType)72},
- {0xFFE8000BL,(DirType)74},
- {0xFFE90000L,(DirType)76},
- {0xFFE8FFF5L,(DirType)78},
- {0xFFE7FFEBL,(DirType)80},
- {0xFFE6FFE0L,(DirType)82},
- {0xFFE5FFD5L,(DirType)84},
- {0xFFE4FFCEL,(DirType)86},
- {0xFFE2FFC5L,(DirType)88},
- {0xFFE0FFC0L,(DirType)90},
- {0xFFE3FFC5L,(DirType)92},
- {0xFFE5FFCEL,(DirType)94},
- {0xFFE9FFD5L,(DirType)95},
- {0xFFEBFFE0L,(DirType)96},
- {0xFFF0FFEBL,(DirType)96},
- {0xFFF6FFF5L,(DirType)96},
- {0x00000000L,(DirType)96}
- };
- DriveClass::TrackType const DriveClass::Track11[] = {
- {0x01000000L,DIR_SW},
- {0x00F30008L,DIR_SW},
- {0x00E50010L,DIR_SW_X1},
- {0x00D60018L,DIR_SW_X1},
- {0x00C80020L,DIR_SW_X1},
- {0x00B90028L,DIR_SW_X1},
- {0x00AB0030L,DIR_SW_X2},
- {0x009C0038L,DIR_SW_X2},
- {0x008D0040L,DIR_SW_X2},
- {0x007F0048L,DIR_SW_X2},
- {0x00710050L,DIR_SW_X2},
- {0x00640058L,DIR_SW_X2},
- {0x00550060L,DIR_SW_X2},
- {0x00000000L,DIR_SW_X2}
- };
- DriveClass::TrackType const DriveClass::Track12[] = {
- {0xFF550060L,DIR_SW_X2},
- {0xFF640058L,DIR_SW_X2},
- {0xFF710050L,DIR_SW_X2},
- {0xFF7F0048L,DIR_SW_X2},
- {0xFF8D0040L,DIR_SW_X2},
- {0xFF9C0038L,DIR_SW_X2},
- {0xFFAB0030L,DIR_SW_X2},
- {0xFFB90028L,DIR_SW_X1},
- {0xFFC80020L,DIR_SW_X1},
- {0xFFD60018L,DIR_SW_X1},
- {0xFFE50010L,DIR_SW_X1},
- {0xFFF30008L,DIR_SW},
- {0x00000000L,DIR_SW}
- };
- /*
- ** Drive out of weapon's factory.
- */
- DriveClass::TrackType const DriveClass::Track13[] = {
- {XYP_COORD(10,-21),(DirType)(DIR_SW-10)},
- {XYP_COORD(10,-21),(DirType)(DIR_SW-10)},
- {XYP_COORD(10,-20),(DirType)(DIR_SW-10)},
- {XYP_COORD(10,-20),(DirType)(DIR_SW-10)},
- {XYP_COORD(9,-18),(DirType)(DIR_SW-10)},
- {XYP_COORD(9,-18),(DirType)(DIR_SW-10)},
- {XYP_COORD(9,-17),(DirType)(DIR_SW-10)},
- {XYP_COORD(8,-16),(DirType)(DIR_SW-10)},
- {XYP_COORD(8,-15),(DirType)(DIR_SW-10)},
- {XYP_COORD(7,-14),(DirType)(DIR_SW-10)},
- {XYP_COORD(7,-13),(DirType)(DIR_SW-10)},
- {XYP_COORD(6,-12),(DirType)(DIR_SW-10)},
- {XYP_COORD(6,-11),(DirType)(DIR_SW-10)},
- {XYP_COORD(5,-10),(DirType)(DIR_SW-10)},
- {XYP_COORD(5,-9),(DirType)(DIR_SW-10)},
- {XYP_COORD(4,-8),(DirType)(DIR_SW-10)},
- {XYP_COORD(4,-7),(DirType)(DIR_SW-10)},
- {XYP_COORD(3,-6),(DirType)(DIR_SW-10)},
- {XYP_COORD(3,-5),(DirType)(DIR_SW-9)},
- {XYP_COORD(2,-4),(DirType)(DIR_SW-7)},
- {XYP_COORD(2,-3),(DirType)(DIR_SW-5)},
- {XYP_COORD(1,-2),(DirType)(DIR_SW-3)},
- {XYP_COORD(1,-1),(DirType)(DIR_SW-1)},
- {0x00000000L,DIR_SW}
- };
- /*
- ** There are a limited basic number of tracks that a vehicle can follow. These
- ** are they. Each track can be interpreted differently but this is controlled
- ** by the TrackControl structure elaborated elsewhere.
- */
- DriveClass::RawTrackType const DriveClass::RawTracks[13] = {
- {Track1, -1, 0, -1},
- {Track2, -1, 0, -1},
- {Track3, 37, 12, 22},
- {Track4, 26, 11, 19},
- {Track5, 45, 15, 31},
- {Track6, 44, 16, 27},
- {Track7, -1, 0, -1},
- {Track8, -1, 0, -1},
- {Track9, -1, 0, -1},
- {Track10, -1, 0, -1},
- {Track11, -1, 0, -1},
- {Track12, -1, 0, -1},
- {Track13, -1, 0, -1}
- };
- /***************************************************************************
- ** Smooth turning control table. Given two directions in a path list, this
- ** table determines which track to use and what modifying operations need
- ** be performed on the track data.
- */
- DriveClass::TurnTrackType const DriveClass::TrackControl[67] = {
- {1, 0, DIR_N, F_}, // 0-0
- {3, 7, DIR_NE, F_D}, // 0-1 (raw chart)
- {4, 9, DIR_E, F_D}, // 0-2 (raw chart)
- {0, 0, DIR_SE, F_}, // 0-3 !
- {0, 0, DIR_S, F_}, // 0-4 !
- {0, 0, DIR_SW, F_}, // 0-5 !
- {4, 9, DIR_W, (DriveClass::TrackControlType)(F_X|F_D)}, // 0-6
- {3, 7, DIR_NW, (DriveClass::TrackControlType)(F_X|F_D)}, // 0-7
- {6, 8, DIR_N, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 1-0
- {2, 0, DIR_NE, F_}, // 1-1 (raw chart)
- {6, 8, DIR_E, F_D}, // 1-2 (raw chart)
- {5, 10, DIR_SE, F_D}, // 1-3 (raw chart)
- {0, 0, DIR_S, F_}, // 1-4 !
- {0, 0, DIR_SW, F_}, // 1-5 !
- {0, 0, DIR_W, F_}, // 1-6 !
- {5, 10, DIR_NW, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 1-7
- {4, 9, DIR_N, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 2-0
- {3, 7, DIR_NE, (DriveClass::TrackControlType)(F_T|F_X|F_Y|F_D)}, // 2-1
- {1, 0, DIR_E, (DriveClass::TrackControlType)(F_T|F_X)}, // 2-2
- {3, 7, DIR_SE, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 2-3
- {4, 9, DIR_S, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 2-4
- {0, 0, DIR_SW, F_}, // 2-5 !
- {0, 0, DIR_W, F_}, // 2-6 !
- {0, 0, DIR_NW, F_}, // 2-7 !
- {0, 0, DIR_N, F_}, // 3-0 !
- {5, 10, DIR_NE, (DriveClass::TrackControlType)(F_Y|F_D)}, // 3-1
- {6, 8, DIR_E, (DriveClass::TrackControlType)(F_Y|F_D)}, // 3-2
- {2, 0, DIR_SE, F_Y}, // 3-3
- {6, 8, DIR_S, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 3-4
- {5, 10, DIR_SW, (DriveClass::TrackControlType)(F_T|F_X|F_D)}, // 3-5
- {0, 0, DIR_W, F_}, // 3-6 !
- {0, 0, DIR_NW, F_}, // 3-7 !
- {0, 0, DIR_N, F_}, // 4-0 !
- {0, 0, DIR_NE, F_}, // 4-1 !
- {4, 9, DIR_E, (DriveClass::TrackControlType)(F_Y|F_D)}, // 4-2
- {3, 7, DIR_SE, (DriveClass::TrackControlType)(F_Y|F_D)}, // 4-3
- {1, 0, DIR_S, F_Y}, // 4-4
- {3, 7, DIR_SW, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 4-5
- {4, 9, DIR_W, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 4-6
- {0, 0, DIR_NW, F_}, // 4-7 !
- {0, 0, DIR_N, F_}, // 5-0 !
- {0, 0, DIR_NE, F_}, // 5-1 !
- {0, 0, DIR_E, F_}, // 5-2 !
- {5, 10, DIR_SE, (DriveClass::TrackControlType)(F_T|F_D)}, // 5-3
- {6, 8, DIR_S, (DriveClass::TrackControlType)(F_T|F_D)}, // 5-4
- {2, 0, DIR_SW, F_T}, // 5-5
- {6, 8, DIR_W, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 5-6
- {5, 10, DIR_NW, (DriveClass::TrackControlType)(F_X|F_Y|F_D)}, // 5-7
- {4, 9, DIR_N, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 6-0
- {0, 0, DIR_NE, F_}, // 6-1 !
- {0, 0, DIR_E, F_}, // 6-2 !
- {0, 0, DIR_SE, F_}, // 6-3 !
- {4, 9, DIR_S, (DriveClass::TrackControlType)(F_T|F_D)}, // 6-4
- {3, 7, DIR_SW, (DriveClass::TrackControlType)(F_T|F_D)}, // 6-5
- {1, 0, DIR_W, F_T}, // 6-6
- {3, 7, DIR_NW, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 6-7
- {6, 8, DIR_N, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 7-0
- {5, 10, DIR_NE, (DriveClass::TrackControlType)(F_T|F_Y|F_D)}, // 7-1
- {0, 0, DIR_E, F_}, // 7-2 !
- {0, 0, DIR_SE, F_}, // 7-3 !
- {0, 0, DIR_S, F_}, // 7-4 !
- {5, 10, DIR_SW, (DriveClass::TrackControlType)(F_X|F_D)}, // 7-5
- {6, 8, DIR_W, (DriveClass::TrackControlType)(F_X|F_D)}, // 7-6
- {2, 0, DIR_NW, F_X}, // 7-7
- {11, 11, DIR_SW, F_}, // Backup harvester into refinery.
- {12, 12, DIR_SW_X2, F_}, // Drive back into refinery.
- {13, 13, DIR_SW, F_} // Drive out of weapons factory.
- };
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