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- /*
- ** Command & Conquer(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: F:\projects\c&c\vcs\code\team.cpv 2.18 16 Oct 1995 16:48:34 JOE_BOSTIC $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : TEAM.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/11/94 *
- * *
- * Last Update : August 6, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Assign_Mission_Target -- Sets teams mission target and clears old target *
- * TeamClass::Add -- Adds specified object to team. *
- * TeamClass::AI -- Process team logic. *
- * TeamClass::As_Target -- Converts this team object into a target number. *
- * TeamClass::Calc_Center -- Determines average location of team members. *
- * TeamClass::Control -- Updates control on a member unit. *
- * TeamClass::Coordinate_Attack -- Handles coordinating a team attack. *
- * TeamClass::Coordinate_Conscript -- Gives orders to new recruit. *
- * TeamClass::Coordinate_Move -- Handles team movement coordination. *
- * TeamClass::Coordinate_Regroup -- Handles team idling (regrouping). *
- * TeamClass::Coordinate_Unload -- Tells the team to unload passengers now. *
- * TeamClass::Detach -- Removes specified target from team tracking. *
- * TeamClass::Init -- Initializes the team objects for scenario preparation. *
- * TeamClass::Is_A_Member -- Tests if a unit is a member of a team *
- * TeamClass::Recruit -- Attempts to recruit members to the team for the given index ID. *
- * TeamClass::Remove -- Removes the specified object from the team. *
- * TeamClass::Suspend_Teams -- Suspends activity for low priority teams *
- * TeamClass::Took_Damage -- Informs the team when the team member takes damage. *
- * TeamClass::Validate -- validates team pointer *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "mission.h"
- /*
- ** This array records the number of teams in existance of each type.
- */
- unsigned char TeamClass::Number[TEAMTYPE_MAX];
- /*
- ** This array records the success rating of each of the team types.
- */
- unsigned char TeamClass::Success[TEAMTYPE_MAX];
- /*
- ** This contains the value of the Virtual Function Table Pointer
- */
- void * TeamClass::VTable;
- /***********************************************************************************************
- * TeamClass::Validate -- validates team pointer *
- * *
- * INPUT: *
- * none. *
- * *
- * OUTPUT: *
- * 1 = ok, 0 = error *
- * *
- * WARNINGS: *
- * none. *
- * *
- * HISTORY: *
- * 08/09/1995 BRR : Created. *
- *=============================================================================================*/
- #ifdef CHEAT_KEYS
- int TeamClass::Validate(void) const
- {
- int num;
- num = Teams.ID(this);
- if (num < 0 || num >= TEAM_MAX) {
- Validate_Error("TEAM");
- return (0);
- }
- else
- return (1);
- }
- #else
- #define Validate()
- #endif
- /***********************************************************************************************
- * TeamClass::Init -- Initializes the team objects for scenario preparation. *
- * *
- * This routine clears out the team object array in preparation for starting a new *
- * scenario. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Init(void)
- {
- TeamClass *ptr;
- Teams.Free_All();
- memset(Number, 0, sizeof(Number));
- memset(Success, 0, sizeof(Success));
- ptr = new TeamClass();
- VTable = ((void **)(((char *)ptr) + sizeof(AbstractClass) - 4))[0];
- delete ptr;
- }
- void * TeamClass::operator new (size_t)
- {
- void * ptr = Teams.Allocate();
- if (ptr) {
- ((TeamClass *)ptr)->IsActive = true;
- }
- return(ptr);
- }
- void TeamClass::operator delete(void * ptr)
- {
- if (ptr) {
- ((TeamClass *)ptr)->IsActive = false;
- }
- Teams.Free((TeamClass *)ptr);
- }
- TeamClass::~TeamClass(void)
- {
- if (GameActive && Class) {
- Number[TeamTypes.ID(Class)]--;
- while (Member) {
- Remove(Member);
- }
- if (Class->IsTransient && !Number[TeamTypes.ID(Class)]) {
- delete (TeamTypeClass *)Class;
- }
- }
- }
- TeamClass::TeamClass(TeamTypeClass const * type, HouseClass * owner) :
- Class(type),
- House(owner)
- {
- memset(Quantity, 0, sizeof(Quantity));
- IsAltered = true;
- IsForcedActive = false;
- IsFullStrength = false;
- IsUnderStrength = true;
- IsReforming = false;
- IsLagging = false;
- IsMoving = false;
- IsHasBeen = false;
- Center = 0;
- Target = TARGET_NONE;
- ObjectiveCenter = 0;
- MissionTarget = TARGET_NONE;
- Member = 0;
- Total = 0;
- Risk = 0;
- CurrentMission = -1;
- IsNextMission = true;
- TimeOut = 0;
- SuspendTimer.Clear();
- Suspended = false;
- Number[TeamTypes.ID(Class)]++;
- }
- /***************************************************************************
- * TeamClass::Assign_Mission_Target -- Sets mission target and clears old *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 05/16/1995 PWG : Created. *
- *=========================================================================*/
- void TeamClass::Assign_Mission_Target(TARGET new_target)
- {
- Validate();
- /*
- ** First go through and find anyone who is currently targetting
- ** the old mission target and clear their Tarcom.
- */
- FootClass * unit = Member;
- while (unit) {
- bool tar = (unit->TarCom == MissionTarget);
- bool nav = (unit->NavCom == MissionTarget);
- if (tar || nav) {
- /*
- ** If the unit was doing something related to the team mission
- ** then we kick him into guard mode so that he is easy to change
- ** missions for.
- */
- unit->Assign_Mission(MISSION_GUARD);
- /*
- ** If the unit's tarcom is set to the old mission target, then
- ** clear it, so that it will be reset by whatever happens next.
- */
- if (nav) {
- unit->Assign_Destination(TARGET_NONE);
- }
- /*
- ** If the unit's navcom is set to the old mission target, then
- ** clear it, so that it will be reset by whatever happens next.
- */
- if (tar) {
- unit->Assign_Target(TARGET_NONE);
- }
- }
- unit = (FootClass *)unit->Member;
- }
- /*
- ** If there is not currently an override on the current mission target
- ** then assign both MissionTarget and Target to the new target. If
- ** there is an overide, allow the team to keep fighting the overide but
- ** make sure they pick up on the new mission when they are ready.
- */
- if (Target == MissionTarget || !Target_Legal(Target)) {
- MissionTarget = Target = new_target;
- } else {
- MissionTarget = new_target;
- }
- }
- /***********************************************************************************************
- * TeamClass::AI -- Process team logic. *
- * *
- * General purpose team logic is handled by this routine. It should be called once per *
- * active team per game tick. This routine handles recruitment and assigning orders to *
- * member units. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- * 01/06/1995 JLB : Choreographed gesture. *
- *=============================================================================================*/
- void TeamClass::AI(void)
- {
- Validate();
- int desired = 0;
- int old_under = IsUnderStrength;
- int old_full = IsFullStrength;
- /*
- ** If the team has been suspended then we need to check if its time for
- ** us to reactivate the team. If not, no team logic will be processed
- ** for this team.
- */
- if (Suspended) {
- if (!SuspendTimer.Expired()) {
- return;
- }
- Suspended = false;
- }
- /*
- ** If this team senses that its composition has been altered, then it should
- ** recalculate the under strength and full strength flags.
- */
- if (IsAltered) {
- for (int index = 0; index < Class->ClassCount; index++) {
- desired += Class->DesiredNum[index];
- }
-
- if (Total) {
- IsFullStrength = (Total == desired);
- /*
- ** Human controlled teams are always considered full strength. This ensures
- ** that no new team members will be recruited and the team won't go into
- ** regroup logic.
- */
- if (House->IsHuman) {
- IsUnderStrength = false;
- } else {
- /*
- ** Reinforcable teams will revert (or snap out of) the under strength
- ** mode when the members transition the magic 1/3 strength threshhold.
- */
- if (Class->IsReinforcable) {
- IsUnderStrength = (Total <= desired / 3);
- } else {
- /*
- ** Teams that are not flagged as reinforcable are never considered under
- ** strength if the team has already started its main mission. This
- ** ensures that once the team has started, it won't dally to pick up
- ** new members.
- */
- IsUnderStrength = !IsHasBeen;
- }
- }
- IsAltered = false;
- } else {
- IsUnderStrength = true;
- IsFullStrength = false;
- Center = 0;
- /*
- ** A team that exists on the player's side is automatically destroyed
- ** when there are no team members left. This team was created as a
- ** result of reinforcement logic and no longer needs to exist when there
- ** are no more team members.
- */
- if (House->IsHuman || IsHasBeen) {
- delete this;
- return;
- }
- }
- /*
- ** If the team has gone from under strength to no longer under
- ** strength than the team needs to reform.
- */
- if (old_under != IsUnderStrength) {
- IsReforming = true;
- }
- }
- /*
- ** If the team is under strength, then flag it to regroup.
- */
- if (IsMoving && IsUnderStrength) {
- IsMoving = false;
- CurrentMission = -1;
- if (Total) {
- Calc_Center(Center, ObjectiveCenter);
- /*
- ** When a team is badly damaged and needs to regroup it should
- ** pick a friendly building to go and regroup at. Its first preference
- ** should be somewhere near repair factory. If it cannot find a repair
- ** factory then it should pick another structure that is friendly to
- ** its side.
- */
- CELL dest = Center;
- int max = 0x7FFFFFFF;
- for (int index = 0; index < Buildings.Count(); index++) {
- BuildingClass * b = Buildings.Ptr(index);
-
- if (b && !b->IsInLimbo && b->House == House && b->Class->Primary == WEAPON_NONE) {
- CELL cell = Coord_Cell(b->Center_Coord());
- int dist = Map.Cell_Distance(cell, Center) * (Map.Cell_Threat(cell, House->Class->House) + 1);
- if (*b == STRUCT_REPAIR) {
- dist >>= 1;
- }
- if (dist < max) {
- cell = Member->Safety_Point(Center, cell, 2, 4);
- if (cell != -1) {
- max = dist;
- dest = cell;
- }
- }
- }
- }
- // Should calculate a regroup location.
- Target = ::As_Target(dest);
- Coordinate_Move();
- return;
- } else {
- Center = 0;
- }
- }
- /*
- ** Flag this team into action when it gets to full strength. Human owned teams are only
- ** used for reinforcement purposes -- always consider them at full strength.
- */
- if (!IsMoving && (IsFullStrength || IsForcedActive)) {
- IsMoving = true;
- IsHasBeen = true;
- IsUnderStrength = false;
- /*
- ** Infantry can do a gesture when they start their mission. Pick
- ** a gesture at random.
- */
- FootClass * techno = Member;
- DoType doaction = (Random_Pick(1, 2) == 1) ? DO_GESTURE1 : DO_GESTURE2;
- while (techno) {
- if (!techno->IsInLimbo && techno->What_Am_I() == RTTI_INFANTRY) {
- ((InfantryClass *)techno)->Do_Action(doaction);
- }
- if (IsReforming || IsForcedActive) {
- techno->IsInitiated = true;
- }
- techno = techno->Member;
- }
- CurrentMission = -1;
- IsNextMission = true;
- IsForcedActive = false;
- }
- /*
- ** If the team is moving or if there is no center position for
- ** the team, then the center position must be recalculated.
- */
- if (IsReforming || IsMoving || Center == 0) {
- Calc_Center(Center, ObjectiveCenter);
- }
- /*
- ** Try to recruit members if there is room to do so for this team.
- ** Only try to recruit members for a non player controlled team.
- */
- if (!IsMoving || (!IsFullStrength && Class->IsReinforcable) && !House->IsHuman) {
- for (int index = 0; index < Class->ClassCount; index++) {
- if (Quantity[index] < Class->DesiredNum[index]) {
- Recruit(index);
- }
- }
- }
- /*
- ** If there are no members of the team and the team has reached
- ** full strength at one time, then delete the team.
- */
- if (!Member && IsHasBeen) {
- delete this;
- return;
- }
- /*
- ** If the mission should be advanced to the next entry, then do so at
- ** this time. Various events may cause the mission to advance, but it
- ** all boils down to the following change-mission code.
- */
- if (IsMoving && !IsReforming && IsNextMission) {
- IsNextMission = false;
- CurrentMission++;
- if (CurrentMission < Class->MissionCount) {
- TeamMissionStruct const * mission = &Class->MissionList[CurrentMission];
- TimeOut = mission->Argument * (TICKS_PER_MINUTE/10);
- Target = TARGET_NONE;
- switch (mission->Mission) {
- case TMISSION_MOVECELL:
- Assign_Mission_Target(::As_Target((CELL)mission->Argument));
- break;
- case TMISSION_MOVE:
- case TMISSION_UNLOAD:
- Assign_Mission_Target(::As_Target((CELL)Waypoint[mission->Argument]));
- break;
- case TMISSION_ATTACKTARCOM:
- Assign_Mission_Target(mission->Argument);
- break;
- default:
- Assign_Mission_Target(TARGET_NONE);
- break;
- }
- } else {
- delete this;
- return;
- }
- }
- /*
- ** Perform mission of the team. This depends on the mission list.
- */
- if (Member && IsMoving && !IsReforming && !IsUnderStrength) {
- /*
- ** If the current Target has been dealt with but the mission target
- ** has not, then the current target needs to be reset to the mission
- ** target.
- */
- if (!Target_Legal(Target)) {
- Target = MissionTarget;
- }
- /*
- ** If the current mission is one that times out, then check for
- ** this case. If it has timed out then advance to the next
- ** mission in the list or disband the team.
- */
- TeamMissionStruct const * mission = &Class->MissionList[CurrentMission];
- switch (mission->Mission) {
- case TMISSION_ATTACKBASE:
- if (!Target_Legal(MissionTarget)) {
- Assign_Mission_Target(Member->Greatest_Threat(THREAT_BUILDINGS));
- if (!Target_Legal(MissionTarget)) IsNextMission = true;
- }
- Coordinate_Attack();
- break;
- case TMISSION_ATTACKUNITS:
- if (!Target_Legal(MissionTarget)) {
- Assign_Mission_Target(Member->Greatest_Threat(THREAT_VEHICLES|THREAT_INFANTRY));
- if (!Target_Legal(MissionTarget)) IsNextMission = true;
- }
- Coordinate_Attack();
- break;
- case TMISSION_ATTACKCIVILIANS:
- if (!Target_Legal(MissionTarget)) {
- Assign_Mission_Target(Member->Greatest_Threat(THREAT_CIVILIANS));
- if (!Target_Legal(MissionTarget)) IsNextMission = true;
- }
- Coordinate_Attack();
- break;
- case TMISSION_ATTACKTARCOM:
- case TMISSION_RAMPAGE:
- if (!Target_Legal(MissionTarget)) {
- Assign_Mission_Target(Member->Greatest_Threat(THREAT_NORMAL));
- if (!Target_Legal(MissionTarget)) IsNextMission = true;
- }
- Coordinate_Attack();
- break;
- case TMISSION_DEFENDBASE:
- Coordinate_Move();
- break;
- // case TMISSION_HARVEST:
- // Coordinate_Move();
- // break;
- case TMISSION_UNLOAD:
- Coordinate_Unload();
- break;
- case TMISSION_MOVE:
- Coordinate_Move();
- break;
- case TMISSION_RETREAT:
- Coordinate_Move();
- break;
- case TMISSION_GUARD:
- Coordinate_Regroup();
- break;
- case TMISSION_LOOP:
- CurrentMission = mission->Argument-1;
- IsNextMission = true;
- break;
- }
- /*
- ** Check for mission time out condition. If the mission does in fact time out, then
- ** flag it so that the team mission list will advance.
- */
- switch (mission->Mission) {
- case TMISSION_ATTACKBASE:
- case TMISSION_ATTACKUNITS:
- case TMISSION_ATTACKCIVILIANS:
- case TMISSION_RAMPAGE:
- case TMISSION_DEFENDBASE:
- case TMISSION_UNLOAD:
- case TMISSION_RETREAT:
- case TMISSION_GUARD:
- if (TimeOut.Expired()) {
- IsNextMission = true;
- }
- break;
- }
- } else {
- if (IsMoving) {
- IsReforming = !Coordinate_Regroup();
- } else {
- Coordinate_Move();
- }
- }
- }
- /***********************************************************************************************
- * TeamClass::Add -- Adds specified object to team. *
- * *
- * Use this routine to add the specified object to the team. The object is checked to make *
- * sure that it can be assigned to the team. If it can't, then the object will be left *
- * alone and false will be returned. *
- * *
- * INPUT: obj -- Pointer to the object that is to be assigned to this team. *
- * *
- * typeindex-- Optional value that specifies the index in the team type class array *
- * that this object belongs. *
- * *
- * OUTPUT: bool; Was the unit added to the team? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- * 01/02/1995 JLB : Initiation flag setup. *
- * 08/06/1995 JLB : Allows member stealing from lesser priority teams. *
- *=============================================================================================*/
- bool TeamClass::Add(FootClass * obj, int typeindex)
- {
- Validate();
- /*
- ** If this team doesn't accept new members, then don't accept this one either.
- */
- // if (!Class->IsReinforcable && IsMoving) {
- // return(false);
- // }
- if (!obj || !obj->Strength || (obj->IsInLimbo && !ScenarioInit) || obj->In_Radio_Contact() || obj->House != House) {
- return(false);
- }
- TeamClass * team = obj->Team;
- /*
- ** Trying to add the team member to itself is an error condition. Just return
- ** with success, since the end result is the same.
- */
- if (team == this) {
- return(true);
- }
- /*
- ** If the object is doing some mission that precludes it from joining
- ** a team then don't add it.
- */
- if (obj->Mission == MISSION_STICKY || obj->Mission == MISSION_SLEEP || obj->Mission == MISSION_GUARD_AREA || obj->Mission == MISSION_HUNT || obj->Mission == MISSION_HARVEST) {
- return(false);
- }
- /*
- ** If this object is part of another team, then check to make sure that it
- ** is permitted to leave the other team in order to join this one. If not,
- ** then no further processing is allowed -- bail.
- */
- if (team &&
- (/*team->Total >= Total || team->IsMoving ||*/
- team->Class->RecruitPriority >= Class->RecruitPriority)) {
- return(false);
- }
- /*
- ** If the proper team index was not provided, then find it in the type type class.
- ** On the chance that a match could not be found, then it is illegal to add this
- ** object to this team -- return with failure flag.
- */
- if (typeindex == -1) {
- for (typeindex = 0; typeindex < Class->ClassCount; typeindex++) {
- if (Class->Class[typeindex] == &obj->Class_Of()) {
- break;
- }
- }
- }
- /*
- ** If the team is already full of this type, then adding the object is not allowed.
- ** Return with a failure flag in this case.
- */
- if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
- return(false);
- }
- /*
- ** All is ok to add the object to the team, but if the object is already part of
- ** another team, then it must be removed from that team first.
- */
- if (team) {
- team->Remove(obj);
- }
- /*
- ** Actually add the object to the team.
- */
- Quantity[typeindex]++;
- obj->IsInitiated = (Member == NULL);
- obj->Member = Member;
- Member = obj;
- obj->Team = this;
- Total++;
- Risk += obj->Risk();
- if (!Center) {
- Calc_Center(Center, ObjectiveCenter);
- }
- /*
- ** Return with success, since the object was added to the team.
- */
- IsAltered = true;
- return(true);
- }
- /***********************************************************************************************
- * TeamClass::Remove -- Removes the specified object from the team. *
- * *
- * Use this routine to remove an object from a team. Objects removed from the team are *
- * then available to be recruited by other teams, or even by the same team at a later time. *
- * *
- * INPUT: obj -- Pointer to the object that is to be removed from this team. *
- * *
- * typeindex-- Optional index of where this object type is specified in the type *
- * type class. This parameter can be omitted. It only serves to make *
- * the removal process faster. *
- * *
- * OUTPUT: bool; Was the object removed from this team? *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- * 01/02/1995 JLB : Initiation tracking and team captain selection. *
- *=============================================================================================*/
- bool TeamClass::Remove(FootClass * obj, int typeindex)
- {
- Validate();
- /*
- ** Make sure that the object is in fact a member of this team. If not, then it can't
- ** be removed. Return success because the end result is the same.
- */
- if (obj->Team != this) {
- return(true);
- }
- /*
- ** If the proper team index was not provided, then find it in the type type class. The
- ** team type class will not be set if the appropriate type could not be found
- ** for this object. This indicates that the object was illegally added. Continue to
- ** process however, since removing this object from the team is a good idea.
- */
- if (typeindex == -1) {
- for (typeindex = 0; typeindex < Class->ClassCount; typeindex++) {
- if (Class->Class[typeindex] == &obj->Class_Of()) {
- break;
- }
- }
- }
- /*
- ** Decrement the counter for the team class. There is now one less of this object type.
- */
- if ((unsigned)typeindex < Class->ClassCount) {
- Quantity[typeindex]--;
- }
- /*
- ** Actually remove the object from the team. Scan through the team members
- ** looking for the one that matches the one specified. If it is found, it
- ** is unlinked from the member chain. During this scan, a check is made to
- ** ensure that at least one remaining member is still initiated. If not, then
- ** a new team captain must be chosen.
- */
- bool initiated = false;
- FootClass * prev = 0;
- FootClass * curr = Member;
- bool found = false;
- while (curr && (!found || !initiated)) {
- if (curr == obj) {
- if (prev) {
- prev->Member = curr->Member;
- } else {
- Member = curr->Member;
- }
- FootClass * temp = curr->Member;
- curr->Member = 0;
- curr->Team = 0;
- curr = temp;
- Total--;
- found = true;
- Risk -= obj->Risk();
- continue;
- }
- /*
- ** If this (remaining) member is initiated, then keep a record of this.
- */
- initiated |= curr->IsInitiated;
- prev = curr;
- curr = curr->Member;
- }
- /*
- ** If, after removing the team member, there are no initiated members left
- ** in the team, then just make the first remaining member of the team the
- ** team captain. Mark the center location of the team as invalid so that
- ** it will be centered around the captain.
- */
- if (!initiated && Member) {
- Member->IsInitiated = true;
- Center = 0;
- }
- /*
- ** Must record that the team composition has changed. At the next opportunity,
- ** the team members will be counted and appropriate AI adjustments made.
- */
- IsAltered = true;
- return(true);
- }
- /***********************************************************************************************
- * TeamClass::Recruit -- Attempts to recruit members to the team for the given index ID. *
- * *
- * This routine will take the given index ID and scan for available objects of that type *
- * to recruit to the team. Recruiting will continue until that object type has either *
- * been exhausted or if the team's requirment for that type has been filled. *
- * *
- * INPUT: typeindex -- The index for the object type to recruit. The index is used to *
- * look into the type type's array of object types that make up this *
- * team. *
- * *
- * OUTPUT: Returns with the number of objects added to this team. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- * 04/10/1995 JLB : Scans for units too. *
- *=============================================================================================*/
- int TeamClass::Recruit(int typeindex)
- {
- Validate();
- int added = 0; // Total number added to team.
- /*
- ** Quick check to see if recruiting is really allowed for this index or not.
- */
- if (Class->DesiredNum[typeindex] > Quantity[typeindex]) {
- /*
- ** For infantry objects, sweep through the infantry in the game looking for
- ** ones owned by the house that owns the team. When found, try to add.
- */
- if (Class->Class[typeindex]->What_Am_I() == RTTI_INFANTRYTYPE) {
- for (int index = 0; index < Infantry.Count(); index++) {
- InfantryClass * infantry = Infantry.Ptr(index);
- if (infantry->House == House && infantry->Class == Class->Class[typeindex]) {
- if (Add(infantry, typeindex)) {
- added++;
- }
- }
- /*
- ** If there is sufficient quantity of this type of object recruited to the
- ** team, then abort further scanning for members.
- */
- if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
- break;
- }
- }
- }
- if (Class->Class[typeindex]->What_Am_I() == RTTI_UNITTYPE) {
- for (int index = 0; index < Units.Count(); index++) {
- UnitClass * unit = Units.Ptr(index);
- if (unit->House == House && unit->Class == Class->Class[typeindex]) {
- if (Add(unit, typeindex)) {
- added++;
- /*
- ** If a transport is added to the team, the occupants
- ** are added by default.
- */
- FootClass * f = unit->Attached_Object();
- while (f) {
- Add(f);
- f = (FootClass *)f->Next;
- }
- }
- }
- /*
- ** If there is sufficient quantity of this type of object recruited to the
- ** team, then abort further scanning for members.
- */
- if (Quantity[typeindex] >= Class->DesiredNum[typeindex]) {
- break;
- }
- }
- }
- }
- return(added);
- }
- /***********************************************************************************************
- * TeamClass::Detach -- Removes specified target from team tracking. *
- * *
- * When a target object is about to be removed from the game (e.g., it was killed), then *
- * any team that is looking at that target must abort from that target. *
- * *
- * INPUT: target -- The target object that is going to be removed from the game. *
- * *
- * all -- Is the target going away for good as opposed to just cloaking/hiding? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Detach(TARGET target, bool )
- {
- Validate();
- /*
- ** If the target to detatch matches the target of this team, then remove
- ** the target from this team's Tar/Nav com and let the chips fall
- ** where they may.
- */
- if (Target == target) {
- Target = TARGET_NONE;
- }
- if (MissionTarget == target) {
- MissionTarget = TARGET_NONE;
- }
- }
- /***********************************************************************************************
- * TeamClass::As_Target -- Converts this team object into a target number. *
- * *
- * This routine is used by the save/load code to produce a persistant identifier for this *
- * team object. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns the team represented as a target number. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/14/1995 JLB : Created. *
- *=============================================================================================*/
- TARGET TeamClass::As_Target(void) const
- {
- Validate();
- return(Build_Target(KIND_TEAM, Teams.ID(this)));
- }
- /***********************************************************************************************
- * TeamClass::Calc_Center -- Determines average location of team members. *
- * *
- * Use this routine to calculate the "center" location of the team. This is the average *
- * position of all members of the team. Using this center value it is possible to tell *
- * if a team member is too far away and where to head to in order to group up. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: Returns with the cell number of the team's center point. If the team contains *
- * no members, then the return value will be zero. *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Calc_Center(CELL ¢er, CELL &obj_center) const
- {
- Validate();
- long x = 0;
- long y = 0;
- int dist = 0x7FFFFFFF;
- int quantity = 0;
- FootClass * unit;
- obj_center = 0;
- center = 0;
- unit = Member;
- while (unit) {
- if (unit->IsInitiated && !unit->IsInLimbo) {
- CELL c = Coord_Cell(unit->Center_Coord());
- if (unit->Distance(Target) < dist) {
- dist = unit->Distance(Target);
- obj_center = c;
- }
- x += Cell_X(c);
- y += Cell_Y(c);
- quantity++;
- }
- unit = unit->Member;
- }
- if (quantity) {
- x /= quantity;
- y /= quantity;
- CELL cell = XY_Cell((int)x, (int)y);
- center = cell;
- }
- }
- /***********************************************************************************************
- * TeamClass::Took_Damage -- Informs the team when the team member takes damage. *
- * *
- * This routine is used when a team member takes damage. Usually the team will react in *
- * some fashion to the attack. This reaction can range from running away to assigning this *
- * new target as the team's target. *
- * *
- * INPUT: obj -- The team member that was damaged. *
- * *
- * result -- The severity of the damage taken. *
- * *
- * source -- The purpetrator of the damage. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/29/1994 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Took_Damage(FootClass * , ResultType result, TechnoClass * source)
- {
- Validate();
- if ((result != RESULT_NONE) && (!Class->IsSuicide)) {
- if (!IsMoving) {
- // Should run to a better hiding place or disband into a group of hunting units.
- } else {
- if (source && !Is_A_Member(source) && Member && Member->What_Am_I() != RTTI_AIRCRAFT) {
- if (Target != source->As_Target()) {
- /*
- ** Don't change target if the team's target is one that can fire as well. There is
- ** no point in endlessly shuffling between targets that have firepower.
- */
- if (Target_Legal(Target)) {
- TechnoClass * techno = As_Techno(Target);
- if (techno && ((TechnoTypeClass const &)techno->Class_Of()).Primary != WEAPON_NONE) {
- if (techno->In_Range(Cell_Coord(Center), 0)) {
- return;
- }
- }
- }
- Target = source->As_Target();
- }
- }
- }
- }
- }
- /***********************************************************************************************
- * TeamClass::Coordinate_Attack -- Handles coordinating a team attack. *
- * *
- * This function is called when the team knows what it should attack. This routine will *
- * give the necessary orders to the members of the team. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/06/1995 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Coordinate_Attack(void)
- {
- Validate();
- if (!Target_Legal(Target)) {
- Target = MissionTarget;
- }
- if (!Target_Legal(Target)) {
- IsNextMission = true;
- } else {
- FootClass * unit = Member;
- while (unit) {
- Coordinate_Conscript(unit);
- if (unit->IsInitiated && !unit->IsInLimbo) {
- if (unit->Mission != MISSION_ATTACK && unit->Mission != MISSION_ENTER && unit->Mission != MISSION_CAPTURE) {
- unit->Assign_Mission(MISSION_ATTACK);
- unit->Assign_Target(TARGET_NONE);
- unit->Assign_Destination(TARGET_NONE);
- }
- if (unit->TarCom != Target) {
- unit->Assign_Target(Target);
- }
- }
- unit = unit->Member;
- }
- }
- }
- /***********************************************************************************************
- * TeamClass::Coordinate_Regroup -- Handles team idling (regrouping). *
- * *
- * This routine is called when the team must delay at its current location. Team members *
- * are grouped together by this function. It is called when the team needs to sit and *
- * wait. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/06/1995 JLB : Created. *
- *=============================================================================================*/
- bool TeamClass::Coordinate_Regroup(void)
- {
- Validate();
- FootClass * unit = Member;
- bool retval = true;
- /*
- ** Regroup default logic.
- */
- while (unit) {
- Coordinate_Conscript(unit);
- if (unit->IsInitiated && !unit->IsInLimbo) {
- if (unit->Distance(Center) > STRAY_DISTANCE && (unit->Mission != MISSION_GUARD_AREA || !Target_Legal(unit->TarCom))) {
- if (unit->Mission != MISSION_MOVE || !Target_Legal(unit->NavCom) || ::Distance(As_Cell(unit->NavCom), Center) > STRAY_DISTANCE) {
- unit->Assign_Mission(MISSION_MOVE);
- unit->Assign_Destination(::As_Target(Center));
- }
- retval = false;
- } else {
- /*
- ** This unit has gotten close enough to the team center so that it is
- ** now considered intiated. An initiated unit is considered when calculating
- ** the center of the team.
- */
- unit->IsInitiated = true;
- /*
- ** The team is regrouping, so just sit here and wait.
- */
- if (unit->Mission != MISSION_GUARD_AREA) {
- unit->Assign_Mission(MISSION_GUARD);
- unit->Assign_Destination(TARGET_NONE);
- }
- }
- }
- unit = unit->Member;
- }
- return(retval);
- }
- /***********************************************************************************************
- * TeamClass::Coordinate_Move -- Handles team movement coordination. *
- * *
- * This routine is called when the team must move to a new location. Movement and grouping *
- * commands associated with this task are initiated here. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/06/1995 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Coordinate_Move(void)
- {
- Validate();
- FootClass * unit = Member;
- bool finished = true;
- if (!Target_Legal(Target)) {
- Target = MissionTarget;
- }
- if (Target_Legal(Target)) {
- if (!Lagging_Units()) {
- while (unit) {
- Coordinate_Conscript(unit);
- if (unit->IsInitiated && !unit->IsInLimbo) {
- if (unit->What_Am_I() != RTTI_AIRCRAFT && unit->Distance(Center) > STRAY_DISTANCE) {
- IsLagging = true;
- finished = false;
- } else {
- if ((unit->Distance(Target)/ICON_LEPTON_W) > STRAY_DISTANCE ||
- (unit->What_Am_I() == RTTI_AIRCRAFT &&
- ((AircraftClass *)unit)->Altitude > 0 &&
- Class->MissionList[CurrentMission+1].Mission != TMISSION_MOVE)) {
- if (unit->Mission != MISSION_MOVE) {
- unit->Assign_Mission(MISSION_MOVE);
- }
- if (unit->NavCom != Target) {
- unit->Assign_Destination(Target);
- }
- finished = false;
- } else {
- if (unit->Mission == MISSION_MOVE && !Target_Legal(unit->NavCom)) {
- unit->Enter_Idle_Mode();
- }
- }
- }
- }
- unit = unit->Member;
- }
- } else {
- finished = false;
- }
- }
- /*
- ** If all the team members are close enough to the desired destination, then
- ** move to the next mission.
- */
- if (finished && IsMoving) {
- IsNextMission = true;
- }
- }
- /***************************************************************************
- * Lagging_Units -- processes units that cant keep up with the pack *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * HISTORY: *
- * 08/01/1995 PWG : Created. *
- *=========================================================================*/
- bool TeamClass::Lagging_Units(void)
- {
- Validate();
- FootClass * unit = Member;
- bool lag = false;
- /*
- ** If the IsLagging bit is not set, then obviously there are no lagging
- ** units.
- */
- if (!IsLagging) return(false);
- /*
- ** Scan through all of the units, searching for units who are having
- ** trouble keeping up with the pack.
- */
- while (unit) {
- if (!unit->IsInLimbo) {
- /*
- ** If we find a unit who has fallen to far away from the center of
- ** the pack, then we need to order that unit to catch up with the
- ** first unit.
- */
- if (unit->Distance(ObjectiveCenter) > STRAY_DISTANCE) {
- if (unit->Mission != MISSION_MOVE || !Target_Legal(unit->NavCom) || ::Distance(As_Cell(unit->NavCom), ObjectiveCenter) > STRAY_DISTANCE) {
- unit->Assign_Mission(MISSION_MOVE);
- unit->Assign_Destination(::As_Target(ObjectiveCenter));
- }
- lag = true;
- } else {
- /*
- ** We need to order all of the other units to hold there
- ** position until all lagging units catch up.
- */
- unit->Assign_Mission(MISSION_GUARD);
- unit->Assign_Destination(TARGET_NONE);
- }
- }
- unit = unit->Member;
- }
- /*
- ** Once we have handled the loop we know whether there are any lagging
- ** units or not.
- */
- IsLagging = lag;
- return(lag);
- }
- /***********************************************************************************************
- * TeamClass::Coordinate_Unload -- Tells the team to unload passengers now. *
- * *
- * This routine tells all transport vehicles to unload passengers now. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 06/14/1995 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Coordinate_Unload(void)
- {
- Validate();
- FootClass * unit = Member;
- bool finished = true;
- while (unit) {
- Coordinate_Conscript(unit);
- if (unit->IsInitiated && !unit->IsInLimbo) {
- if (unit->Is_Something_Attached()) {
- /*
- ** Loaner transports will break off of the team at this time. The normal
- ** unload logic for the transport will proceed normally. The rest of the team
- ** members will be in a dormant state until they are unloaded.
- */
- if (unit->IsALoaner) {
- Remove(unit);
- unit->Commence();
- unit->Assign_Mission(MISSION_UNLOAD);
- unit->Assign_Destination(Target);
- } else {
- if (unit->Mission != MISSION_UNLOAD) {
- unit->Assign_Mission(MISSION_UNLOAD);
- unit->Assign_Destination(Target);
- }
- }
- finished = false;
- }
- }
- unit = unit->Member;
- }
- if (finished) {
- IsNextMission = true;
- }
- }
- /***********************************************************************************************
- * TeamClass::Coordinate_Conscript -- Gives orders to new recruit. *
- * *
- * This routine will give the movement orders to the conscript so that it will group *
- * with the other members of the team. *
- * *
- * INPUT: unit -- Pointer to the conscript unit. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 04/06/1995 JLB : Created. *
- *=============================================================================================*/
- void TeamClass::Coordinate_Conscript(FootClass * unit)
- {
- Validate();
- if (unit && !unit->IsInitiated && !unit->IsInLimbo) {
- if (unit->Distance(Center) > STRAY_DISTANCE) {
- if (!Target_Legal(unit->NavCom)) {
- unit->Assign_Mission(MISSION_MOVE);
- unit->Assign_Target(TARGET_NONE);
- unit->Assign_Destination(::As_Target(Center));
- }
- } else {
- /*
- ** This unit has gotten close enough to the team center so that it is
- ** now considered intiated. An initiated unit is considered when calculating
- ** the center of the team.
- */
- unit->IsInitiated = true;
- }
- }
- }
- /***************************************************************************
- * TeamClass::Is_A_Member -- Tests if a unit is a member of a team *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 05/16/1995 PWG : Created. *
- *=========================================================================*/
- bool TeamClass::Is_A_Member(void const * who) const
- {
- Validate();
- FootClass * unit = Member;
- while (unit) {
- if (unit == who) {
- return(true);
- }
- unit = unit->Member;
- }
- return(false);
- }
- /***************************************************************************
- * TeamClass::Suspend_Teams -- Suspends activity for low priority teams *
- * *
- * INPUT: int priority - determines what is considered low priority. *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/19/1995 PWG : Created. *
- *=========================================================================*/
- void TeamClass::Suspend_Teams(int priority)
- {
- for (int index = 0; index < Teams.Count(); index++) {
- TeamClass *team = Teams.Ptr(index);
- /*
- ** If a team is below the "survival priority level", then it gets
- ** destroyed. The team members are then free to be reassigned.
- */
- if (team && team->Class->RecruitPriority < priority) {
- FootClass * unit = team->Member;
- while (team->Member) {
- team->Remove(team->Member);
- }
- team->IsAltered = true;
- team->SuspendTimer = TICKS_PER_MINUTE*2;
- team->Suspended = true;
- }
- }
- }
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