AIRCRAFT.CPP (186628B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/AIRCRAFT.CPP 1 3/03/97 10:24a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : AIRCRAFT.CPP * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : July 22, 1994 * 28 * * 29 * Last Update : November 2, 1996 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. * 34 * AircraftClass::Active_Click_With -- Handles clicking over specified cell. * 35 * AircraftClass::Active_Click_With -- Handles clicking over specified object. * 36 * AircraftClass::AircraftClass -- The constructor for aircraft objects. * 37 * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. * 38 * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. * 39 * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. * 40 * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. * 41 * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. * 42 * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. * 43 * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. * 44 * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. * 45 * AircraftClass::Exit_Object -- Unloads passenger from aircraft. * 46 * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. * 47 * AircraftClass::Fire_Direction -- Determines the direction of fire. * 48 * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. * 49 * AircraftClass::Good_LZ -- Locates a good spot ot land. * 50 * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. * 51 * AircraftClass::Init -- Initialize the aircraft system to an empty state. * 52 * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. * 53 * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. * 54 * AircraftClass::Look -- Aircraft will look if they are on the ground always. * 55 * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. * 56 * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. * 57 * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. * 58 * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. * 59 * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. * 60 * AircraftClass::Mission_Move -- Handles movement mission. * 61 * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. * 62 * AircraftClass::Mission_Unload -- Handles unloading cargo. * 63 * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. * 64 * AircraftClass::New_LZ -- Find a good landing zone. * 65 * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. * 66 * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. * 67 * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. * 68 * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. * 69 * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. * 70 * AircraftClass::Pose_Dir -- Fetches the natural landing facing. * 71 * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. * 72 * AircraftClass::Process_Landing -- Landing process state machine handler. * 73 * AircraftClass::Process_Take_Off -- State machine support for taking off. * 74 * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. * 75 * AircraftClass::Receive_Message -- Handles receipt of radio messages. * 76 * AircraftClass::Response_Attack -- Gives audio response to attack order. * 77 * AircraftClass::Response_Move -- Gives audio response to move request. * 78 * AircraftClass::Response_Select -- Gives audio response when selected. * 79 * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. * 80 * AircraftClass::Scatter -- Causes the aircraft to move away a bit. * 81 * AircraftClass::Set_Speed -- Sets the speed for the aircraft. * 82 * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. * 83 * AircraftClass::Sort_Y -- Figures the sorting coordinate. * 84 * AircraftClass::Take_Damage -- Applies damage to the aircraft. * 85 * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. * 86 * AircraftClass::What_Action -- Determines what action to perform. * 87 * AircraftClass::What_Action -- Determines what action to perform. * 88 * AircraftClass::operator delete -- Deletes the aircraft object. * 89 * AircraftClass::operator new -- Allocates a new aircraft object from the pool * 90 * AircraftClass::~AircraftClass -- Destructor for aircraft object. * 91 * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? * 92 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 93 94 #include "function.h" 95 96 97 /*********************************************************************************************** 98 * _Counts_As_Civ_Evac -- Is the specified object a candidate for civilian evac logic? * 99 * * 100 * Examines the specified object to see if it qualifies to be a civilian evacuation. This * 101 * can only occur if it is a civilian (or Tanya) and the special evacuation flag has been * 102 * set in the scenario control structure. * 103 * * 104 * INPUT: candidate -- Candidate object to examine for civilian evacuation legality. * 105 * * 106 * OUTPUT: bool; Is the specified object considered a civilian that must be auto-evacuated? * 107 * * 108 * WARNINGS: none * 109 * * 110 * HISTORY: * 111 * 06/24/1996 JLB : Created. * 112 *=============================================================================================*/ 113 static bool _Counts_As_Civ_Evac(ObjectClass const * candidate) 114 { 115 /* 116 ** If the candidate pointer is missing, then return with failure code. 117 */ 118 if (candidate == NULL) return(false); 119 120 /* 121 ** Only infantry objects can be considered for civilian evacuation action. 122 */ 123 if (candidate->What_Am_I() != RTTI_INFANTRY) return(false); 124 125 /* 126 ** Working infantry object pointer. 127 */ 128 InfantryClass const * inf = (InfantryClass const *)candidate; 129 130 /* 131 ** Certain infantry types will always be considered a civilian evacuation candidate. These 132 ** include the special one-time infantry that appear in some missions. 133 */ 134 if (*inf == INFANTRY_EINSTEIN || *inf == INFANTRY_GENERAL || *inf == INFANTRY_DELPHI || *inf == INFANTRY_CHAN) return(true); 135 136 /* 137 ** Consider Tanya to be part of the civilian evacuation logic if the scenario is 138 ** specially flagged for this. 139 */ 140 if (Scen.IsTanyaEvac && *inf == INFANTRY_TANYA) return(true); 141 142 /* 143 ** If the infantry is not a civilian, then it isn't allowed to be a civilian evacuation. 144 */ 145 if (!inf->Class->IsCivilian) return(false); 146 147 /* 148 ** Technicians look like civilians, but are not considered a legal evacuation candidate. 149 */ 150 if (inf->IsTechnician) return(false); 151 152 /* 153 ** All tests pass, so return the success of the infantry as a civilian evacuation candidate. 154 */ 155 return(true); 156 } 157 158 159 /*********************************************************************************************** 160 * AircraftClass::operator new -- Allocates a new aircraft object from the pool * 161 * * 162 * This routine will allocate an aircraft object from the free aircraft object pool. If * 163 * there are no free object available, then this routine will fail (return NULL). * 164 * * 165 * INPUT: none * 166 * * 167 * OUTPUT: Returns with a pointer to the allocate aircraft object or NULL if none were * 168 * available. * 169 * * 170 * WARNINGS: none * 171 * * 172 * HISTORY: * 173 * 07/26/1994 JLB : Created. * 174 *=============================================================================================*/ 175 void * AircraftClass::operator new(size_t) 176 { 177 void * ptr = Aircraft.Allocate(); 178 if (ptr) { 179 ((AircraftClass *)ptr)->Set_Active(); 180 } 181 return(ptr); 182 } 183 184 185 /*********************************************************************************************** 186 * AircraftClass::operator delete -- Deletes the aircraft object. * 187 * * 188 * This routine will return the aircraft object back to the free aircraft object pool. * 189 * * 190 * INPUT: ptr -- Pointer to the aircraft object to delete. * 191 * * 192 * OUTPUT: none * 193 * * 194 * WARNINGS: none * 195 * * 196 * HISTORY: * 197 * 07/26/1994 JLB : Created. * 198 *=============================================================================================*/ 199 void AircraftClass::operator delete(void * ptr) 200 { 201 if (ptr) { 202 ((AircraftClass *)ptr)->IsActive = false; 203 } 204 Aircraft.Free((AircraftClass *)ptr); 205 } 206 207 208 /*********************************************************************************************** 209 * AircraftClass::AircraftClass -- The constructor for aircraft objects. * 210 * * 211 * This routine is the constructor for aircraft objects. An aircraft object can be * 212 * created and possibly placed into the game system by this routine. * 213 * * 214 * INPUT: classid -- The type of aircraft to create. * 215 * * 216 * house -- The owner of this aircraft. * 217 * * 218 * OUTPUT: none * 219 * * 220 * WARNINGS: none * 221 * * 222 * HISTORY: * 223 * 07/26/1994 JLB : Created. * 224 *=============================================================================================*/ 225 AircraftClass::AircraftClass(AircraftType classid, HousesType house) : 226 FootClass(RTTI_AIRCRAFT, Aircraft.ID(this), house), 227 Class(AircraftTypes.Ptr((int)classid)), 228 SecondaryFacing(PrimaryFacing), 229 Passenger(false), 230 IsLanding(false), 231 IsTakingOff(false), 232 IsHovering(false), 233 Jitter(0), 234 SightTimer(0), 235 AttacksRemaining(1) 236 { 237 /* 238 ** For two shooters, clear out the second shot flag -- it will be set the first time 239 ** the object fires. For non two shooters, set the flag since it will never be cleared 240 ** and the second shot flag tells the system that normal rearm times apply -- this is 241 ** what is desired for non two shooters. 242 */ 243 IsSecondShot = !Class->Is_Two_Shooter(); 244 House->Tracking_Add(this); 245 Ammo = Class->MaxAmmo; 246 Height = FLIGHT_LEVEL; 247 Strength = Class->MaxStrength; 248 NavCom = TARGET_NONE; 249 250 /* 251 ** Keep count of the number of units created. Dont track cargo planes as they are created 252 ** automatically, not bought. 253 */ 254 // if (/*classid != AIRCRAFT_CARGO && */ Session.Type == GAME_INTERNET) { 255 // House->AircraftTotals->Increment_Unit_Total((int)classid); 256 // } 257 258 } 259 260 261 /*********************************************************************************************** 262 * AircraftClass::Unlimbo -- Removes an aircraft from the limbo state. * 263 * * 264 * This routine is used to transition the aircraft from the limbo to the non limbo state. * 265 * It occurs when the aircraft is placed on the map for whatever reason. When it is * 266 * unlimboed, only then will normal game processing recognize it. * 267 * * 268 * INPUT: coord -- The coordinate that the aircraft should appear at. * 269 * * 270 * dir -- The direction it should start facing. * 271 * * 272 * strength (optional) -- sets initial strength * 273 * * 274 * mission (optional) -- sets initial mission * 275 * * 276 * OUTPUT: bool; Was the aircraft unlimboed successfully? * 277 * * 278 * WARNINGS: none * 279 * * 280 * HISTORY: * 281 * 07/26/1994 JLB : Created. * 282 *=============================================================================================*/ 283 bool AircraftClass::Unlimbo(COORDINATE coord, DirType dir) 284 { 285 assert(Aircraft.ID(this) == ID); 286 assert(IsActive); 287 288 if (FootClass::Unlimbo(coord, dir)) { 289 290 if (*this == AIRCRAFT_BADGER || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera)) { 291 IsALoaner = true; 292 } 293 294 /* 295 ** Ensure that the owning house knows about the 296 ** new object. 297 */ 298 House->AScan |= (1L << Class->Type); 299 House->ActiveAScan |= (1L << Class->Type); 300 301 /* 302 ** Hack it so that aircraft that are both passenger and cargo carrying 303 ** will carry passengers at the expense of ammo. 304 */ 305 if (Is_Something_Attached()) { 306 Ammo = 0; 307 Passenger = true; 308 } 309 310 /* 311 ** Forces the body of the helicopter to face the correct direction. 312 */ 313 SecondaryFacing = dir; 314 315 /* 316 ** Start rotor animation. 317 */ 318 if (!Class->IsFixedWing) { 319 Set_Rate(1); 320 Set_Stage(0); 321 } 322 323 /* 324 ** When starting at flight level, then give it speed. When landed 325 ** then it must be stationary. 326 */ 327 if (Height == FLIGHT_LEVEL) { 328 Set_Speed(0xFF); 329 } else { 330 Set_Speed(0); 331 } 332 return(true); 333 } 334 return(false); 335 } 336 337 338 /*********************************************************************************************** 339 * AircraftClass::Shape_Number -- Fetch the shape number to use for the aircraft. * 340 * * 341 * This will determine what shape number to use for the aircraft in its current state. * 342 * The shape number can be used for drawing or determine shape rectangle size. * 343 * * 344 * INPUT: none * 345 * * 346 * OUTPUT: Returns with the shape number to use for the aircraft body. * 347 * * 348 * WARNINGS: Some aircraft, particularly helicopters, require other shapes attached to it. * 349 * * 350 * HISTORY: * 351 * 07/26/1996 JLB : Created. * 352 *=============================================================================================*/ 353 int AircraftClass::Shape_Number(void) const 354 { 355 int shapenum = 0; 356 357 switch (Class->Rotation) { 358 case 32: 359 shapenum = UnitClass::BodyShape[Dir_To_32(SecondaryFacing)]; 360 break; 361 362 case 16: 363 shapenum = UnitClass::BodyShape[Dir_To_16(SecondaryFacing)*2]/2; 364 break; 365 366 case 8: 367 shapenum = UnitClass::BodyShape[Dir_To_8(SecondaryFacing)*4]/4; 368 break; 369 370 default: 371 break; 372 } 373 374 /* 375 ** If there is a door on this aircraft (Chinook), then adjust the 376 ** shape number to match the door open state. 377 */ 378 if (!Is_Door_Closed()) { 379 shapenum = Class->Rotation + Door_Stage(); 380 } 381 382 return(shapenum); 383 } 384 385 386 /*********************************************************************************************** 387 * AircraftClass::Draw_It -- Renders an aircraft object at the location specified. * 388 * * 389 * This routine is used to display the aircraft object at the coordinates specified. * 390 * The tactical map display uses this routine for all aircraft rendering. * 391 * * 392 * INPUT: x,y -- The coordinates to render the aircraft at. * 393 * * 394 * window -- The window that the coordinates are based upon. * 395 * * 396 * OUTPUT: none * 397 * * 398 * WARNINGS: none * 399 * * 400 * HISTORY: * 401 * 07/26/1994 JLB : Created. * 402 *=============================================================================================*/ 403 void AircraftClass::Draw_It(int x, int y, WindowNumberType window) const 404 { 405 assert(Aircraft.ID(this) == ID); 406 assert(IsActive); 407 408 /* 409 ** Verify the legality of the unit class. 410 */ 411 void const * shapefile = Get_Image_Data(); 412 if (!shapefile) return; 413 414 int shapenum = Shape_Number(); 415 416 /* 417 ** Certain aircraft use algorithmic rotation for some stages. Set the 418 ** rotation value accordingly. A rotation of DIR_N means no rotation at all. 419 */ 420 DirType rotation = DIR_N; 421 if (Class->Rotation == 16) { 422 rotation = DirType(Rotation16[SecondaryFacing]); 423 } 424 425 #ifdef TOFIX 426 /* 427 ** The orca attack helicopter uses a special shape set when it is travelling 428 ** forward above a certain speed. 429 */ 430 if (*this == AIRCRAFT_HIND && Get_Speed() >= MPH_MEDIUM_FAST) { 431 shapenum += Class->Rotation; 432 } 433 #endif 434 435 /* 436 ** Helicopters that are flying have a "bobbing" effect. 437 */ 438 int jitter = 0; 439 if (Height == FLIGHT_LEVEL && Get_Speed() < 3) { 440 static int _jitter[] = {0,0,0,0,1,1,1,0,0,0,0,0,-1,-1,-1,0}; 441 jitter = _jitter[::Frame % 16]; 442 } 443 444 // Virtual window needs to draw the body first so it's considered the primary object and the shadow is a sub-object 445 if (window == WINDOW_VIRTUAL) { 446 /* 447 ** Draw the root body of the unit. 448 */ 449 Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation); 450 451 /* 452 ** Special manual shadow draw code. 453 */ 454 if (Visual_Character() <= VISUAL_DARKEN) { 455 CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL); 456 } 457 } else { 458 /* 459 ** Special manual shadow draw code. 460 */ 461 if (Visual_Character() <= VISUAL_DARKEN) { 462 CC_Draw_Shape(this, shapefile, shapenum, x+1, y+2, window, SHAPE_PREDATOR|SHAPE_CENTER|SHAPE_WIN_REL|SHAPE_FADING, DisplayClass::FadingShade, NULL); 463 } 464 465 /* 466 ** Draw the root body of the unit. 467 */ 468 Techno_Draw_Object(shapefile, shapenum, x, y+jitter, window, rotation); 469 } 470 471 /* 472 ** If this aircraft is equipped with rotor blades, then draw them at this time. 473 */ 474 if (Class->IsRotorEquipped) { 475 Draw_Rotors(x, y+jitter, window); 476 } 477 478 /* 479 ** This draws any overlay graphics on the aircraft. 480 */ 481 FootClass::Draw_It(x, y-Lepton_To_Pixel(Height), window); 482 } 483 484 485 /*********************************************************************************************** 486 * AircraftClass::Draw_Rotors -- Draw rotor blades on the aircraft. * 487 * * 488 * This routine will draw rotor blades on the aircraft. It is presumed that the aircraft * 489 * has already been drawn at the X and Y pixel coordinates specified. * 490 * * 491 * INPUT: x,y -- The X and Y pixel coordinates to draw the rotor blades. * 492 * * 493 * OUTPUT: none * 494 * * 495 * WARNINGS: none * 496 * * 497 * HISTORY: * 498 * 07/26/1996 JLB : Created. * 499 *=============================================================================================*/ 500 void AircraftClass::Draw_Rotors(int x, int y, WindowNumberType window) const 501 { 502 ShapeFlags_Type flags = SHAPE_CENTER|SHAPE_WIN_REL; 503 int shapenum; 504 505 /* 506 ** The rotor shape number depends on whether the helicopter is idling 507 ** or not. A landed helicopter uses slow moving "idling" blades. 508 */ 509 if (Height == 0) { 510 shapenum = (Fetch_Stage()%8)+4; 511 flags = flags | SHAPE_GHOST; 512 } else { 513 shapenum = Fetch_Stage()%4; 514 flags = flags | SHAPE_FADING|SHAPE_PREDATOR; 515 } 516 517 if (*this == AIRCRAFT_TRANSPORT) { 518 int _stretch[FACING_COUNT] = {8, 9, 10, 9, 8, 9, 10, 9}; 519 520 /* 521 ** Dual rotors offset along flight axis. 522 */ 523 short xx = x; 524 short yy = y-Lepton_To_Pixel(Height); 525 FacingType face = Dir_Facing(SecondaryFacing); 526 Move_Point(xx, yy, SecondaryFacing.Current(), _stretch[face]); 527 // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 528 CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow); 529 530 Move_Point(xx, yy, SecondaryFacing.Current()+DIR_S, _stretch[face]*2); 531 // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 532 CC_Draw_Shape(this, "LROTOR", AircraftTypeClass::LRotorData, shapenum, xx, yy-2, window, flags, NULL, DisplayClass::UnitShadow); 533 534 } else { 535 536 /* 537 ** Single rotor centered about shape. 538 */ 539 // Add 'this' parameter to call new shape draw intercept. ST - 5/22/2019 540 CC_Draw_Shape(this, "RROTOR", AircraftTypeClass::RRotorData, shapenum, x, ((y-Lepton_To_Pixel(Height))-2), window, flags, NULL, DisplayClass::UnitShadow); 541 } 542 } 543 544 545 /*********************************************************************************************** 546 * AircraftClass::Read_INI -- Reads aircraft object data from an INI file. * 547 * * 548 * This routine is used to read the aircraft object data from the INI file buffer * 549 * specified. This is used by the scenario loader code to interpret the INI file and * 550 * create the specified objects therein. * 551 * * 552 * INPUT: buffer -- Pointer to the INI buffer. * 553 * * 554 * OUTPUT: none * 555 * * 556 * WARNINGS: none * 557 * * 558 * HISTORY: * 559 * 07/26/1994 JLB : Created. * 560 *=============================================================================================*/ 561 void AircraftClass::Read_INI(CCINIClass & ini) 562 { 563 AircraftClass * air; // Working unit pointer. 564 HousesType inhouse; // Unit house. 565 AircraftType classid; // Unit class. 566 char buf[128]; 567 568 int counter = ini.Entry_Count(INI_Name()); 569 for (int index = 0; index < counter; index++) { 570 char const * entry = ini.Get_Entry(INI_Name(), index); 571 572 ini.Get_String(INI_Name(), entry, NULL, buf, sizeof(buf)-1); 573 inhouse = HouseTypeClass::From_Name(strtok(buf, ",")); 574 if (inhouse != HOUSE_NONE) { 575 classid = AircraftTypeClass::From_Name(strtok(NULL, ",")); 576 577 if (classid != AIRCRAFT_NONE) { 578 579 if (HouseClass::As_Pointer(inhouse) != NULL) { 580 air = new AircraftClass(classid, inhouse); 581 if (air) { 582 COORDINATE coord; 583 int strength; 584 DirType dir; 585 586 /* 587 ** Read the raw data. 588 */ 589 char * token = strtok(NULL, ","); 590 if (token) { 591 strength = atoi(token); 592 } else { 593 strength = 0; 594 } 595 596 token = strtok(NULL, ","); 597 if (token) { 598 coord = Cell_Coord((CELL)atoi(token)); 599 } else { 600 coord = 0xFFFFFFFFL; 601 } 602 603 token = strtok(NULL, ","); 604 if (token) { 605 dir = (DirType)atoi(token); 606 } else { 607 dir = DIR_N; 608 } 609 610 if (!Map.In_Radar(Coord_Cell(coord))) { 611 delete air; 612 } else { 613 614 air->Strength = (int)air->Class->MaxStrength * fixed(strength, 256); // Cast this to (int). ST - 5/8/19 615 if (air->Unlimbo(coord, dir)) { 616 air->Assign_Mission(AircraftClass::Mission_From_Name(strtok(NULL, ",\n\r"))); 617 } else { 618 delete air; 619 } 620 } 621 } 622 } 623 } 624 } 625 } 626 } 627 628 629 /*********************************************************************************************** 630 * AircraftClass::Mission_Hunt -- Maintains hunt AI for the aircraft. * 631 * * 632 * Hunt AI consists of finding a target and attacking it. If there is no target assigned * 633 * and this unit doesn't automatically hunt for more targets, then it will change * 634 * mission to a more passive (land and await further orders) type. * 635 * * 636 * INPUT: none * 637 * * 638 * OUTPUT: Returns with the number of ticks before calling this routine again. * 639 * * 640 * WARNINGS: none * 641 * * 642 * HISTORY: * 643 * 07/26/1994 JLB : Created. * 644 *=============================================================================================*/ 645 int AircraftClass::Mission_Hunt(void) 646 { 647 assert(Aircraft.ID(this) == ID); 648 assert(IsActive); 649 650 if (Class->IsFixedWing) { 651 652 if (TarCom != NavCom) { 653 Assign_Destination(TarCom); 654 } 655 656 enum { 657 LOOK_FOR_TARGET, 658 TAKE_OFF, 659 FLY_TO_TARGET, 660 DROP_BOMBS, 661 REGROUP 662 }; 663 switch (Status) { 664 665 /* 666 ** Acquiring target stage. 667 */ 668 case LOOK_FOR_TARGET: 669 if (Target_Legal(TarCom)) { 670 Status = TAKE_OFF; 671 return(1); 672 } else { 673 if (!Team.Is_Valid()) { 674 if (Session.Type != GAME_NORMAL) { 675 Assign_Target(Greatest_Threat(THREAT_TIBERIUM)); 676 } 677 if (!Target_Legal(TarCom)) { 678 Assign_Target(Greatest_Threat(THREAT_NORMAL)); 679 } 680 681 /* 682 ** If there is no target, then this aircraft should just do its normal thing. 683 */ 684 if (!Target_Legal(TarCom) && !Team.Is_Valid()) { 685 Enter_Idle_Mode(); 686 } 687 } 688 } 689 break; 690 691 /* 692 ** Make the aircraft take off from the airstrip. 693 */ 694 case TAKE_OFF: 695 /* 696 ** If the aircraft is high enough to begin its mission, then do so. 697 */ 698 if (Process_Take_Off()) { 699 IsTakingOff = false; 700 Set_Speed(0xFF); 701 702 /* 703 ** After takeoff is complete, break radio contact. 704 */ 705 if (In_Radio_Contact()/*KO && Map[Coord].Cell_Building() == Contact_With_Whom()*/) { 706 Transmit_Message(RADIO_OVER_OUT); 707 } 708 709 Status = FLY_TO_TARGET; 710 } 711 return(1); 712 713 /* 714 ** Homing in on target stage. 715 */ 716 case FLY_TO_TARGET: 717 switch (Can_Fire(TarCom, 0)) { 718 case FIRE_FACING: 719 /* 720 ** Catch the case where it is tightly circling the target. In that 721 ** case, increase the delay so that it has a chance to fly away and 722 ** break the circle cycle. 723 */ 724 if (In_Range(TarCom, 0) || Passenger) { 725 return(TICKS_PER_SECOND * 2); 726 } 727 if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) { 728 PrimaryFacing.Set_Desired(Direction(TarCom)); 729 } 730 break; 731 732 case FIRE_AMMO: 733 Status = REGROUP; 734 break; 735 736 case FIRE_CANT: 737 case FIRE_ILLEGAL: 738 if (Mission == MISSION_ATTACK) { 739 Status = REGROUP; 740 } else { 741 Status = LOOK_FOR_TARGET; 742 } 743 break; 744 745 case FIRE_OK: 746 Status = DROP_BOMBS; 747 return(1); 748 749 default: 750 if (!PrimaryFacing.Is_Rotating() && Target_Legal(TarCom)) { 751 PrimaryFacing.Set_Desired(Direction(TarCom)); 752 } 753 break; 754 } 755 return(TICKS_PER_SECOND/2); 756 757 /* 758 ** Dropping a stream of bombs phase. 759 */ 760 case DROP_BOMBS: 761 TARGET targ; 762 switch (Can_Fire(TarCom, 0)) { 763 case FIRE_OK: 764 targ = ::As_Target(Coord_Move(Center_Coord(), SecondaryFacing, Weapon_Range(0)-0x0200)); 765 if (Class->PrimaryWeapon != NULL) { 766 if (Class->PrimaryWeapon->IsCamera) { 767 Status = REGROUP; 768 } else { 769 Map[::As_Cell(TarCom)].Incoming(Coord, true); 770 } 771 772 /* 773 ** Force the target to be the actual target if this aircraft is 774 ** equipped with homing projectile. 775 */ 776 if (Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->ROT > 0) { 777 targ = TarCom; 778 } 779 } 780 Fire_At(targ, 0); 781 if (Class->Is_Two_Shooter()) { 782 Fire_At(targ, 0); 783 } 784 return(Arm); 785 786 case FIRE_RANGE: 787 case FIRE_FACING: 788 Status = FLY_TO_TARGET; 789 return(TICKS_PER_SECOND*4); 790 791 case FIRE_ILLEGAL: 792 if (Mission == MISSION_ATTACK) { 793 Status = REGROUP; 794 } else { 795 Status = LOOK_FOR_TARGET; 796 } 797 break; 798 799 case FIRE_CANT: 800 Status = REGROUP; 801 break; 802 803 case FIRE_AMMO: 804 AttacksRemaining--; 805 Status = REGROUP; 806 break; 807 808 default: 809 break; 810 } 811 return(1); 812 813 /* 814 ** Pull away to regroup for possibly another attack or a retreat. 815 */ 816 case REGROUP: 817 if (Ammo == 0) { 818 AttacksRemaining = 0; 819 if (Team.Is_Valid()) Team->Remove(this); 820 Enter_Idle_Mode(); 821 } 822 823 if (Mission == MISSION_ATTACK || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) || (!AttacksRemaining && !Is_Something_Attached())) { 824 825 if (IsALoaner) { 826 if (Team) Team->Remove(this); 827 Assign_Mission(MISSION_RETREAT); 828 Commence(); 829 } else { 830 if (!Team.Is_Valid()) Enter_Idle_Mode(); 831 } 832 Commence(); 833 } else { 834 Status = LOOK_FOR_TARGET; 835 } 836 break; 837 838 default: 839 break; 840 } 841 } else { 842 if (!Ammo) { 843 if (Team) Team->Remove(this); 844 Enter_Idle_Mode(); 845 } else { 846 if (!Target_Legal(TarCom)) { 847 if (Session.Type != GAME_NORMAL) { 848 Assign_Target(Greatest_Threat(THREAT_TIBERIUM)); 849 } 850 if (!Target_Legal(TarCom)) { 851 Assign_Target(Greatest_Threat(THREAT_NORMAL)); 852 } 853 if (!Target_Legal(TarCom)) { 854 Enter_Idle_Mode(); 855 return(1); 856 } 857 } 858 859 Assign_Mission(MISSION_ATTACK); 860 return(1); 861 } 862 } 863 return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); 864 } 865 866 867 /*********************************************************************************************** 868 * AircraftClass::AI -- Processes the normal non-graphic AI for the aircraft. * 869 * * 870 * This handles the non-graphic AI processing for the aircraft. This usually entails * 871 * maintenance and other AI functions. * 872 * * 873 * INPUT: none * 874 * * 875 * OUTPUT: none * 876 * * 877 * WARNINGS: none * 878 * * 879 * HISTORY: * 880 * 07/26/1994 JLB : Created. * 881 *=============================================================================================*/ 882 void AircraftClass::AI(void) 883 { 884 assert(Aircraft.ID(this) == ID); 885 assert(IsActive); 886 887 /* 888 ** A Mission change can always occur if the aircraft is landed or flying. 889 */ 890 if (!IsLanding && !IsTakingOff) { 891 Commence(); 892 } 893 894 /* 895 ** Perform any base class AI processing. If during this process, the aircraft was 896 ** destroyed, then detect this and bail from this AI routine early. 897 */ 898 FootClass::AI(); 899 if (!IsActive) { 900 return; 901 } 902 903 /* 904 ** A Mission change can always occur if the aircraft is landed or flying. 905 */ 906 if (!IsLanding && !IsTakingOff) { 907 Commence(); 908 } 909 910 /* 911 ** Handle any body rotation at this time. Body rotation can occur even if the 912 ** flying object is not actually moving. 913 */ 914 Rotation_AI(); 915 916 /* 917 ** Handle any aircraft movement at this time. 918 */ 919 Movement_AI(); 920 921 /* 922 ** Any aircraft that is not in the ground layer must be redrawn. This is a 923 ** performance hit, but there is no other choice. The cells under an aircraft 924 ** do not know if there is an aircraft above it. Thus, it cannot flag the 925 ** aircraft to redraw. As a consequence, all aircraft must redraw. 926 */ 927 if (In_Which_Layer() != LAYER_GROUND) { 928 Mark(); 929 } 930 931 /* 932 ** Perform sighting every so often as controlled by the sight timer. 933 */ 934 //if (IsOwnedByPlayer && Class->SightRange && SightTimer == 0) { // Changed to facilitate client/server multiplayer. ST - 8/2/2019 2:29PM 935 if (House->IsHuman && Class->SightRange && SightTimer == 0) { 936 Look(); 937 SightTimer = TICKS_PER_SECOND; 938 } 939 940 /* 941 ** Handle landing and taking off logic. Helicopters are prime users of this technique. The 942 ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions 943 ** between flying level and ground level, it will be moved into the appropriate render 944 ** layer. 945 */ 946 if (Landing_Takeoff_AI()) { 947 return; 948 } 949 950 /* 951 ** Always flag the map draw process to occur if there is an aircraft in the view. 952 ** This ensures that it will be rendered even if there is nothing else that flagged 953 ** the map to be redrawn. 954 */ 955 if (Map.In_View(Coord_Cell(Coord))) { 956 Map.Flag_To_Redraw(false); 957 Map.DisplayClass::IsToRedraw = true; 958 } 959 960 /* 961 ** When aircraft leave the edge of the map, they might get destroyed. This occurs if the 962 ** aircraft is a non-player produced unit and it has completed its mission. A transport 963 ** helicopter that has already delivered reinforcements is a good example of this. 964 */ 965 if (Edge_Of_World_AI()) { 966 return; 967 } 968 } 969 970 971 /*********************************************************************************************** 972 * AircraftClass::Overlap_List -- Returns with list of cells the aircraft overlaps. * 973 * * 974 * When aircraft are flying, they can overlap quite a number of cells. These cells can * 975 * be determined from the coordinate where the aircraft is centered and the size of the * 976 * aircraft's shape. Landed aircraft are a special case and are usually much smaller * 977 * than when flying. * 978 * * 979 * INPUT: none * 980 * * 981 * OUTPUT: Returns with a pointer to a cell offset list that specifies all cells that * 982 * the aircraft overlaps given the aircraft's current state. * 983 * * 984 * WARNINGS: none * 985 * * 986 * HISTORY: * 987 * 07/26/1994 JLB : Created. * 988 *=============================================================================================*/ 989 short const * AircraftClass::Overlap_List(bool redraw) const 990 { 991 assert(Aircraft.ID(this) == ID); 992 assert(IsActive); 993 994 static short const _list[] = { 995 -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), 996 -1, 0, 1, 997 (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), 998 -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1), 999 -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1), 1000 REFRESH_EOL 1001 }; 1002 1003 static short const _listbadger[] = { 1004 -(MAP_CELL_W-2), -(MAP_CELL_W-1), -MAP_CELL_W, -(MAP_CELL_W+1), -(MAP_CELL_W+2), 1005 -2, -1, 0, 1, 2, 1006 (MAP_CELL_W-2), (MAP_CELL_W-1), MAP_CELL_W, (MAP_CELL_W+1), (MAP_CELL_W+2), 1007 -((MAP_CELL_W*2)-2), -((MAP_CELL_W*2)-1), -(MAP_CELL_W*2), -((MAP_CELL_W*2)+1), -((MAP_CELL_W*2)+2), 1008 -((MAP_CELL_W*3)-2), -((MAP_CELL_W*3)-1), -(MAP_CELL_W*3), -((MAP_CELL_W*3)+1), -((MAP_CELL_W*3)+2), 1009 REFRESH_EOL 1010 }; 1011 1012 if (redraw || Height != 0) { 1013 #ifdef PARTIAL 1014 Rect rect; 1015 if (!IsSelected && Class->DimensionData != NULL && Class->IsFixedWing) { 1016 int shapenum = min(Shape_Number(), Get_Build_Frame_Count(Class->Get_Image_Data())-1); 1017 if (!Class->DimensionData[shapenum].Is_Valid()) { 1018 Class->DimensionData[shapenum] = Shape_Dimensions(Class->Get_Image_Data(), shapenum); 1019 } 1020 rect = Class->DimensionData[shapenum]; 1021 1022 /* 1023 ** Increase the rectangle for the aircraft since the aircraft could 1024 ** have its shape algorithmically rotated. 1025 */ 1026 rect.X -= 5; 1027 rect.Y -= 5; 1028 rect.Width += 10; 1029 rect.Height += 10; 1030 1031 Rect hrect = rect; 1032 1033 hrect.Y -= Lepton_To_Pixel(Height); 1034 1035 return(Coord_Spillage_List(Coord, Union(rect, hrect), true)); 1036 } 1037 #endif 1038 1039 if (*this == AIRCRAFT_BADGER) { 1040 return(_listbadger); 1041 } else { 1042 return(_list); 1043 } 1044 } 1045 return(Class->Overlap_List()); 1046 } 1047 1048 1049 /*********************************************************************************************** 1050 * AircraftClass::Init -- Initialize the aircraft system to an empty state. * 1051 * * 1052 * This routine is used to clear out the aircraft allocation system. It is called in * 1053 * preparation for a scenario load or save game load. * 1054 * * 1055 * INPUT: none * 1056 * * 1057 * OUTPUT: none * 1058 * * 1059 * WARNINGS: none * 1060 * * 1061 * HISTORY: * 1062 * 09/24/1994 JLB : Created. * 1063 *=============================================================================================*/ 1064 void AircraftClass::Init(void) 1065 { 1066 Aircraft.Free_All(); 1067 } 1068 1069 1070 /*********************************************************************************************** 1071 * AircraftClass::Mission_Unload -- Handles unloading cargo. * 1072 * * 1073 * This function is used to handle finding, heading toward, landing, and unloading the * 1074 * cargo from the aircraft. Once unloading of cargo has occurred, then the aircraft follows * 1075 * a different mission. * 1076 * * 1077 * INPUT: none * 1078 * * 1079 * OUTPUT: Returns the number of game ticks to delay before calling this function again. * 1080 * * 1081 * WARNINGS: none * 1082 * * 1083 * HISTORY: * 1084 * 10/31/94 JLB : Created. * 1085 *=============================================================================================*/ 1086 int AircraftClass::Mission_Unload(void) 1087 { 1088 assert(Aircraft.ID(this) == ID); 1089 assert(IsActive); 1090 1091 if (Class->IsFixedWing) { 1092 1093 Assign_Target(NavCom); 1094 return(Mission_Hunt()); 1095 1096 } else { 1097 enum { 1098 SEARCH_FOR_LZ, 1099 FLY_TO_LZ, 1100 LAND_ON_LZ, 1101 UNLOAD_PASSENGERS, 1102 TAKE_OFF 1103 }; 1104 1105 switch (Status) { 1106 1107 /* 1108 ** Search for an appropriate destination spot if one isn't already assigned. 1109 */ 1110 case SEARCH_FOR_LZ: 1111 if (Height == 0 && (Target_Legal(NavCom) || Coord == As_Coord(NavCom))) { 1112 Status = UNLOAD_PASSENGERS; 1113 } else { 1114 if (!Is_LZ_Clear(NavCom)) { 1115 1116 FootClass * foot = Attached_Object(); 1117 if (foot != NULL && foot->Team && foot->Team->Class->Origin != -1) { 1118 Assign_Destination(::As_Target(Scen.Waypoint[foot->Team->Class->Origin])); 1119 } else { 1120 Assign_Destination(New_LZ(::As_Target(Scen.Waypoint[WAYPT_REINF]))); 1121 if (Team.Is_Valid()) { 1122 Team->Assign_Mission_Target(NavCom); 1123 } 1124 } 1125 } else { 1126 if (Height == FLIGHT_LEVEL) { 1127 Status = FLY_TO_LZ; 1128 } else { 1129 Status = TAKE_OFF; 1130 } 1131 } 1132 } 1133 break; 1134 1135 /* 1136 ** Fly to destination. 1137 */ 1138 case FLY_TO_LZ: 1139 if (Is_LZ_Clear(NavCom)) { 1140 int distance = Process_Fly_To(true, NavCom); 1141 1142 if (distance < 0x0100) { 1143 SecondaryFacing.Set_Desired(Pose_Dir()); 1144 1145 if (distance < 0x0010) { 1146 Status = LAND_ON_LZ; 1147 } 1148 return(1); 1149 } else { 1150 SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); 1151 return(5); 1152 } 1153 } else { 1154 Status = SEARCH_FOR_LZ; 1155 } 1156 break; 1157 1158 /* 1159 ** Landing phase. Just delay until landing is complete. At that time, 1160 ** transition to the unloading phase. 1161 */ 1162 case LAND_ON_LZ: 1163 if (IsTakingOff) { 1164 Status = TAKE_OFF; 1165 } else { 1166 if (Process_Landing()) { 1167 Status = UNLOAD_PASSENGERS; 1168 } 1169 } 1170 return(1); 1171 1172 /* 1173 ** Hold while unloading passengers. When passengers are unloaded the order for this 1174 ** transport gets changed to MISSION_RETREAT. 1175 */ 1176 case UNLOAD_PASSENGERS: 1177 if (!IsTethered) { 1178 if (Is_Something_Attached()) { 1179 FootClass * unit = (FootClass *)Detach_Object(); 1180 1181 /* 1182 ** First thing is to lift the transport off of the map so that the unlimbo 1183 ** process for the passengers is more likely to succeed. 1184 */ 1185 Map.Pick_Up(Coord_Cell(Coord), this); 1186 1187 if (!Exit_Object(unit)) { 1188 delete unit; 1189 } 1190 1191 /* 1192 ** Restore the transport back down on the map. 1193 */ 1194 Map.Place_Down(Coord_Cell(Coord), this); 1195 1196 if (!Is_Something_Attached()) { 1197 Enter_Idle_Mode(); 1198 } 1199 1200 } else { 1201 1202 Enter_Idle_Mode(); 1203 } 1204 } 1205 break; 1206 1207 /* 1208 ** Aircraft is now taking off. Once the aircraft reaches flying altitude then it 1209 ** will either take off or look for another landing spot to try again. 1210 */ 1211 case TAKE_OFF: { 1212 if (Process_Take_Off()) { 1213 if (Is_Something_Attached()) { 1214 Status = SEARCH_FOR_LZ; 1215 1216 /* 1217 ** Break off radio contact with the helipad it is taking off from. 1218 */ 1219 if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { 1220 Transmit_Message(RADIO_OVER_OUT); 1221 } 1222 } else { 1223 Enter_Idle_Mode(); 1224 } 1225 } 1226 return(1); 1227 } 1228 1229 default: 1230 break; 1231 } 1232 } 1233 return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); 1234 } 1235 1236 1237 /*********************************************************************************************** 1238 * AircraftClass::Is_LZ_Clear -- Determines if landing zone is free for landing. * 1239 * * 1240 * This routine examines the landing zone (as specified by the target parameter) in order * 1241 * to determine if it is free to be landed upon. Call this routine when it is necessary * 1242 * to double check this. Typically this occurs right before a helicopter lands and also * 1243 * when determining the landing zone in the first place. * 1244 * * 1245 * INPUT: target -- The target that is the "landing zone". * 1246 * * 1247 * OUTPUT: bool; Is the landing zone clear for landing? * 1248 * * 1249 * WARNINGS: none * 1250 * * 1251 * HISTORY: * 1252 * 10/31/94 JLB : Created. * 1253 *=============================================================================================*/ 1254 bool AircraftClass::Is_LZ_Clear(TARGET target) const 1255 { 1256 assert(Aircraft.ID(this) == ID); 1257 assert(IsActive); 1258 1259 if (!Target_Legal(target)) return(false); 1260 CELL cell = ::As_Cell(target); 1261 if (!Map.In_Radar(cell)) return(false); 1262 1263 /* 1264 ** If the requested landing location is occupied, then only consider that location 1265 ** legal if the occupying object is in radio contact with the aircraft. This presumes that 1266 ** the two objects know what they are doing. 1267 */ 1268 ObjectClass * object = Map[cell].Cell_Object(); 1269 if (object) { 1270 if (object == this) return(true); 1271 1272 if (In_Radio_Contact() && Contact_With_Whom() == object) { 1273 return(true); 1274 } 1275 return(false); 1276 } 1277 1278 if (!Map[cell].Is_Clear_To_Move(SPEED_TRACK, false, false)) return(false); 1279 1280 return(true); 1281 } 1282 1283 1284 /*********************************************************************************************** 1285 * AircraftClass::Sort_Y -- Figures the sorting coordinate. * 1286 * * 1287 * This routine is used to determine the coordinate to use for sorting the aircraft. This * 1288 * sorting value is used when the aircraft is on the ground. At that time the aircraft * 1289 * must be rendered in proper relationship to the other ground objects. * 1290 * * 1291 * INPUT: none * 1292 * * 1293 * OUTPUT: Returns with the coordinate to use when sorting the aircraft with other ground * 1294 * objects. * 1295 * * 1296 * WARNINGS: none * 1297 * * 1298 * HISTORY: * 1299 * 11/02/1994 JLB : Created. * 1300 *=============================================================================================*/ 1301 COORDINATE AircraftClass::Sort_Y(void) const 1302 { 1303 assert(Aircraft.ID(this) == ID); 1304 assert(IsActive); 1305 1306 return(Coord_Add(Coord, 0x00800000L)); 1307 } 1308 1309 1310 /*********************************************************************************************** 1311 * AircraftClass::Mission_Retreat -- Handles the aircraft logic for leaving the battlefield. * 1312 * * 1313 * This mission will be followed when the aircraft decides that it is time to leave the * 1314 * battle. Typically, this occurs when a loaner transport has dropped off its load or when * 1315 * an attack air vehicle has expended its ordinance. * 1316 * * 1317 * INPUT: none * 1318 * * 1319 * OUTPUT: Returns with the number of game ticks to delay before calling this routine again. * 1320 * * 1321 * WARNINGS: none * 1322 * * 1323 * HISTORY: * 1324 * 03/19/1995 JLB : Created. * 1325 * 08/13/1995 JLB : Handles aircraft altitude gain after takeoff logic. * 1326 *=============================================================================================*/ 1327 int AircraftClass::Mission_Retreat(void) 1328 { 1329 assert(Aircraft.ID(this) == ID); 1330 assert(IsActive); 1331 1332 if (Class->IsFixedWing) { 1333 if (Class->IsFixedWing && Height < FLIGHT_LEVEL) { 1334 Height += 1; 1335 return(3); 1336 } 1337 return(TICKS_PER_SECOND*10); 1338 } 1339 1340 enum { 1341 TAKE_OFF, 1342 FACE_MAP_EDGE, 1343 KEEP_FLYING 1344 }; 1345 switch (Status) { 1346 1347 /* 1348 ** Take off if landed. 1349 */ 1350 case TAKE_OFF: 1351 if (Process_Take_Off()) { 1352 Status = FACE_MAP_EDGE; 1353 } 1354 return(1); 1355 1356 /* 1357 ** Set facing and speed toward the friendly map edge. 1358 */ 1359 case FACE_MAP_EDGE: 1360 Set_Speed(0xFF); 1361 1362 /* 1363 ** Take advantage of the fact that the source map edge enumerations happen to 1364 ** occur in a clockwise order and are the first four enumerations of the map 1365 ** edge default for the house. If this value is masked and then shifted, a 1366 ** normalized direction value results. Use this value to head the aircraft 1367 ** toward the "friendly" map edge. 1368 */ 1369 PrimaryFacing.Set_Desired((DirType)((House->Control.Edge & 0x03) << 6)); 1370 SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); 1371 Status = KEEP_FLYING; 1372 break; 1373 1374 /* 1375 ** Just do nothing since we are headed toward the map edge. When the edge is 1376 ** reached, the aircraft should be automatically eliminated. 1377 */ 1378 case KEEP_FLYING: 1379 break; 1380 1381 default: 1382 break; 1383 } 1384 return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); 1385 } 1386 1387 1388 /*********************************************************************************************** 1389 * AircraftClass::Exit_Object -- Unloads passenger from aircraft. * 1390 * * 1391 * This routine is called when the aircraft is to unload a passenger. The passenger must * 1392 * be able to move under its own power. Typical situation is when a transport helicopter * 1393 * is to unload an infantry unit. * 1394 * * 1395 * INPUT: unit -- Pointer to the unit that is to be unloaded from this aircraft. * 1396 * * 1397 * OUTPUT: bool; Was the unit unloaded successfully? * 1398 * * 1399 * WARNINGS: The unload process is merely started by this routine. Radio contact is * 1400 * established with the unloading unit and when the unit is clear of the aircraft * 1401 * the radio contact will be broken and then the aircraft is free to pursue * 1402 * other. * 1403 * * 1404 * HISTORY: * 1405 * 01/10/1995 JLB : Created. * 1406 *=============================================================================================*/ 1407 int AircraftClass::Exit_Object(TechnoClass * unit) 1408 { 1409 assert(Aircraft.ID(this) == ID); 1410 assert(IsActive); 1411 1412 static FacingType _toface[FACING_COUNT] = {FACING_S, FACING_SW, FACING_SE, FACING_NW, FACING_NE, FACING_N, FACING_W, FACING_E}; 1413 CELL cell; 1414 1415 /* 1416 ** Find a free cell to drop the unit off at. 1417 */ 1418 FacingType face; 1419 for (face = FACING_N; face < FACING_COUNT; face++) { 1420 cell = Adjacent_Cell(Coord_Cell(Coord), _toface[face]); 1421 if (unit->Can_Enter_Cell(cell) == MOVE_OK) break; 1422 } 1423 1424 // Should perform a check here to see if no cell could be found. 1425 1426 /* 1427 ** If the passenger can be placed on the map, then start it moving toward the 1428 ** destination cell and establish radio contact with the transport. This is used 1429 ** to make sure that the transport waits until the passenger is clear before 1430 ** unloading the next passenger or taking off. 1431 */ 1432 if (unit->Unlimbo(Coord, Facing_Dir(_toface[face]))) { 1433 unit->Assign_Mission(MISSION_MOVE); 1434 unit->Assign_Destination(::As_Target(cell)); 1435 if (Transmit_Message(RADIO_HELLO, unit) == RADIO_ROGER) { 1436 Transmit_Message(RADIO_UNLOAD); 1437 } 1438 unit->Look(false); 1439 return(true); 1440 } 1441 return(false); 1442 } 1443 1444 1445 /*********************************************************************************************** 1446 * AircraftClass::Paradrop_Cargo -- Drop a passenger by parachute. * 1447 * * 1448 * Call this routine when a passenger needs to be dropped off by parachute. One passenger * 1449 * is offloaded by a call to this routine. * 1450 * * 1451 * INPUT: none * 1452 * * 1453 * OUTPUT: Returns with the delay time that it is safe to wait before processing any further * 1454 * paradrop actions. * 1455 * * 1456 * WARNINGS: none * 1457 * * 1458 * HISTORY: * 1459 * 07/26/1996 JLB : Created. * 1460 *=============================================================================================*/ 1461 int AircraftClass::Paradrop_Cargo(void) 1462 { 1463 FootClass * passenger = Detach_Object(); 1464 if (passenger) { 1465 if (!passenger->Paradrop(Center_Coord())) { 1466 Attach(passenger); 1467 } else { 1468 1469 /* 1470 ** Play a sound effect of the parachute opening. 1471 */ 1472 Sound_Effect(VOC_CHUTE1, Coord); 1473 1474 if (Team.Is_Valid()) { 1475 Team->Remove(passenger); 1476 if (passenger->House->IsHuman) { 1477 Assign_Mission(MISSION_GUARD); 1478 } else { 1479 Assign_Mission(MISSION_HUNT); 1480 } 1481 } 1482 // Arm = Rearm_Delay(IsSecondShot); 1483 Arm = 0; 1484 } 1485 } 1486 return(Arm); 1487 } 1488 1489 1490 /*********************************************************************************************** 1491 * AircraftClass::Fire_At -- Handles firing a projectile from an aircraft. * 1492 * * 1493 * Sometimes, aircraft firing needs special handling. Example: for napalm bombs, the * 1494 * bomb travels forward at nearly the speed of the delivery aircraft, not necessarily the * 1495 * default speed defined in the BulletTypeClass structure. * 1496 * * 1497 * INPUT: target -- The target that the projectile is heading for. * 1498 * * 1499 * which -- Which weapon to use in the attack. 0=primary, 1=secondary. * 1500 * * 1501 * OUTPUT: Returns with a pointer to the bullet that was created as a result of this attack. * 1502 * * 1503 * WARNINGS: none * 1504 * * 1505 * HISTORY: * 1506 * 03/19/1995 JLB : Created. * 1507 *=============================================================================================*/ 1508 BulletClass * AircraftClass::Fire_At(TARGET target, int which) 1509 { 1510 assert(Aircraft.ID(this) == ID); 1511 assert(IsActive); 1512 1513 /* 1514 ** Passenger aircraft will actually paradrop their cargo instead of 1515 ** firing their weapon. 1516 */ 1517 if (Is_Something_Attached()) { 1518 Paradrop_Cargo(); 1519 return(0); 1520 } 1521 1522 /* 1523 ** If the weapon is actually a camera, then perform the "snapshot" of the 1524 ** ground instead of normal weapon fire. 1525 */ 1526 if (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera) { 1527 1528 if (Session.Type != GAME_GLYPHX_MULTIPLAYER) { 1529 1530 if (House->Is_Ally(PlayerPtr)) { 1531 Map.Sight_From(Coord_Cell(Center_Coord()), 9, House, false); 1532 } 1533 1534 } else { 1535 1536 for (int i = 0; i < Session.Players.Count(); i++) { 1537 HousesType house_type = Session.Players[i]->Player.ID; 1538 HouseClass *house = HouseClass::As_Pointer(house_type); 1539 1540 if (house == House || House->Is_Ally(house)) { 1541 Map.Sight_From(Coord_Cell(Center_Coord()), 9, house, false); 1542 } 1543 } 1544 } 1545 1546 Ammo = 0; 1547 Arm = Rearm_Delay(IsSecondShot); 1548 return(0); 1549 } 1550 1551 1552 BulletClass * bullet = FootClass::Fire_At(target, which); 1553 1554 if (bullet) { 1555 1556 /* 1557 ** Aircraft reveal when firing 1558 */ 1559 HouseClass *player = HouseClass::As_Pointer(Owner()); 1560 if (player != nullptr && player->IsHuman) { 1561 Map.Sight_From(Coord_Cell(Center_Coord()), 1, player, false); 1562 } 1563 1564 /* 1565 ** Falling bullets move at a speed proportionate to the delivery craft. 1566 */ 1567 if (bullet->Class->IsDropping) { 1568 bullet->Fly_Speed(40, MPH_MEDIUM_SLOW); // TCTC To fix. 1569 } 1570 } 1571 return(bullet); 1572 } 1573 1574 1575 /*********************************************************************************************** 1576 * AircraftClass::Take_Damage -- Applies damage to the aircraft. * 1577 * * 1578 * This routine is used to apply damage to the specified aircraft. This is where any * 1579 * special crash animation will be initiated. * 1580 * * 1581 * INPUT: damage -- Reference to the damage that will be applied to the aircraft. * 1582 * This value will be filled in with the actual damage that was * 1583 * applied. * 1584 * * 1585 * distance -- Distance from the source of the explosion to this aircraft. * 1586 * * 1587 * warhead -- The warhead type that the damage occurs from. * 1588 * * 1589 * source -- Pointer to the originator of the damage. This can be used so that * 1590 * proper "thank you" can be delivered. * 1591 * * 1592 * OUTPUT: Returns with the result of the damage as it affects this aircraft. * 1593 * * 1594 * WARNINGS: none * 1595 * * 1596 * HISTORY: * 1597 * 05/26/1995 JLB : Created. * 1598 *=============================================================================================*/ 1599 ResultType AircraftClass::Take_Damage(int & damage, int distance, WarheadType warhead, TechnoClass * source, bool forced) 1600 { 1601 assert(Aircraft.ID(this) == ID); 1602 assert(IsActive); 1603 1604 ResultType res = RESULT_NONE; 1605 1606 /* 1607 ** Flying aircraft take half damage. 1608 */ 1609 if (Height) { 1610 damage /= 2; 1611 } 1612 1613 /* 1614 ** Apply the damage to the aircraft. 1615 */ 1616 res = FootClass::Take_Damage(damage, distance, warhead, source, forced); 1617 1618 /* 1619 ** Special action is performed if the aircraft is killed -- the cargo is destroyed 1620 ** as well. 1621 */ 1622 switch (res) { 1623 case RESULT_DESTROYED: 1624 { 1625 Kill_Cargo(source); 1626 Death_Announcement(); 1627 COORDINATE coord = Target_Coord(); 1628 if (!(coord & HIGH_COORD_MASK)) { 1629 new AnimClass(ANIM_FBALL1, coord); 1630 } 1631 1632 /* 1633 ** Parachute a survivor if possible. 1634 */ 1635 if (Class->IsCrew && Percent_Chance(90) && Map[Center_Coord()].Is_Clear_To_Move(SPEED_FOOT, true, false)) { 1636 InfantryClass * infantry = new InfantryClass(INFANTRY_E1, House->Class->House); 1637 if (infantry != NULL) { 1638 if (!infantry->Paradrop(Center_Coord())) { 1639 delete infantry; 1640 } 1641 } 1642 } 1643 1644 delete this; 1645 } 1646 break; 1647 1648 default: 1649 case RESULT_HALF: 1650 break; 1651 } 1652 1653 return(res); 1654 } 1655 1656 1657 /*********************************************************************************************** 1658 * AircraftClass::Mission_Move -- Handles movement mission. * 1659 * * 1660 * This state machine routine is used when an aircraft (usually helicopter) is to move * 1661 * from one location to another. It will handle any necessary take off and landing this * 1662 * may require. * 1663 * * 1664 * INPUT: none * 1665 * * 1666 * OUTPUT: Returns with the number of game frames that should elapse before this routine * 1667 * is called again. * 1668 * * 1669 * WARNINGS: none * 1670 * * 1671 * HISTORY: * 1672 * 06/19/1995 JLB : Created. * 1673 *=============================================================================================*/ 1674 int AircraftClass::Mission_Move(void) 1675 { 1676 assert(Aircraft.ID(this) == ID); 1677 assert(IsActive); 1678 1679 if (Class->IsFixedWing) { 1680 1681 enum { 1682 TAKE_OFF, 1683 FLY_TOWARD_TARGET 1684 }; 1685 1686 switch (Status) { 1687 int distance; 1688 1689 case TAKE_OFF: 1690 1691 /* 1692 ** If the aircraft is high enough to begin its mission, then do so. 1693 */ 1694 if (Process_Take_Off()) { 1695 IsTakingOff = false; 1696 Set_Speed(0xFF); 1697 1698 /* 1699 ** After takeoff is complete, break radio contact. 1700 */ 1701 if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { 1702 Transmit_Message(RADIO_OVER_OUT); 1703 } 1704 1705 Status = FLY_TOWARD_TARGET; 1706 } 1707 return(1); 1708 1709 case FLY_TOWARD_TARGET: 1710 PrimaryFacing.Set_Desired(Direction(NavCom)); 1711 distance = Distance(NavCom); 1712 1713 if (distance < 0x00C0) { 1714 MissionType mission = MISSION_GUARD; 1715 1716 if (!IsALoaner) { 1717 /* 1718 ** Normal aircraft try to find a good landing spot to rest. 1719 */ 1720 BuildingClass * building = Find_Docking_Bay(Class->Building, false); 1721 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 1722 if (!Class->IsFixedWing) { 1723 int dist = 0x7FFFFFFF; 1724 if (building) dist=Distance(building); 1725 for (int index = 0; index < Vessels.Count(); index++) { 1726 VesselClass *ship = Vessels.Ptr(index); 1727 if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers() ) { 1728 if (Distance(ship) < dist || !building) { 1729 building = (BuildingClass *)ship; 1730 dist = Distance(ship); 1731 } 1732 // break; 1733 } 1734 } 1735 } 1736 #endif 1737 Assign_Destination(TARGET_NONE); 1738 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 1739 if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) { 1740 #else 1741 if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) { 1742 #endif 1743 mission = MISSION_ENTER; 1744 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 1745 if (building->What_Am_I() == RTTI_VESSEL) { 1746 Assign_Destination(building->As_Target()); 1747 } 1748 #endif 1749 } else { 1750 Assign_Destination(Good_LZ()); 1751 1752 /* 1753 ** If this aircraft has nowhere else to go, meaning that 1754 ** there is no airfield available, then it has to crash. 1755 */ 1756 if (Is_Target_Cell(NavCom)) { 1757 1758 if (Process_Landing()) { 1759 Strength = 1; 1760 int damage = Strength; 1761 Take_Damage(damage, 0, WARHEAD_AP, 0, true); 1762 return(1); 1763 } 1764 return(500); 1765 } 1766 mission = MISSION_MOVE; 1767 } 1768 Assign_Mission(mission); 1769 Commence(); 1770 } else { 1771 if (!Team.Is_Valid()) { 1772 Enter_Idle_Mode(); 1773 } 1774 } 1775 return(1); 1776 } 1777 break; 1778 1779 default: 1780 break; 1781 } 1782 1783 return(5); 1784 } 1785 1786 enum { 1787 VALIDATE_LZ, 1788 TAKE_OFF, 1789 FLY_TO_LZ, 1790 LAND 1791 }; 1792 switch (Status) { 1793 1794 /* 1795 ** Double check and change LZ if necessary. 1796 */ 1797 case VALIDATE_LZ: 1798 if (!Target_Legal(NavCom)) { 1799 Enter_Idle_Mode(); 1800 } else { 1801 if (!Is_LZ_Clear(NavCom) || !Cell_Seems_Ok(As_Cell(NavCom))) { 1802 Assign_Destination(New_LZ(NavCom)); 1803 if (Team.Is_Valid()) { 1804 Team->Assign_Mission_Target(NavCom); 1805 } 1806 } else { 1807 Status = TAKE_OFF; 1808 } 1809 } 1810 break; 1811 1812 /* 1813 ** Take off if necessary. 1814 */ 1815 case TAKE_OFF: 1816 if (!Target_Legal(NavCom)) { 1817 Status = VALIDATE_LZ; 1818 } else { 1819 if (Process_Take_Off()) { 1820 1821 /* 1822 ** After takeoff is complete, break radio contact with any helipad that this 1823 ** helicopter is taking off from. 1824 */ 1825 if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { 1826 Transmit_Message(RADIO_OVER_OUT); 1827 } 1828 1829 Status = FLY_TO_LZ; 1830 } 1831 return(1); 1832 } 1833 break; 1834 1835 /* 1836 ** Fly toward target. 1837 */ 1838 case FLY_TO_LZ: 1839 if (Is_LZ_Clear(NavCom)) { 1840 int distance = Process_Fly_To(true, NavCom); 1841 1842 if (distance < 0x0080) { 1843 if (Target_Legal(TarCom)) { 1844 SecondaryFacing.Set_Desired(Direction(TarCom)); 1845 } else { 1846 SecondaryFacing.Set_Desired(Pose_Dir()); 1847 } 1848 1849 if (distance < 0x0010) { 1850 Status = LAND; 1851 } 1852 return(1); 1853 } 1854 1855 // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); 1856 SecondaryFacing.Set_Desired(Direction(NavCom)); 1857 1858 } else { 1859 Assign_Destination(New_LZ(NavCom)); 1860 if (Team.Is_Valid()) { 1861 Team->Assign_Mission_Target(NavCom); 1862 } 1863 if (!Target_Legal(NavCom)) { 1864 Status = LAND; 1865 } 1866 } 1867 return(1); 1868 1869 /* 1870 ** Land on target. 1871 */ 1872 case LAND: 1873 if (IsTakingOff) { 1874 Assign_Destination(New_LZ(NavCom)); 1875 if (Team.Is_Valid()) { 1876 Team->Assign_Mission_Target(NavCom); 1877 } 1878 Status = TAKE_OFF; 1879 } 1880 if (Process_Landing()) { 1881 if (MissionQueue == MISSION_NONE) { 1882 Enter_Idle_Mode(); 1883 } 1884 } 1885 return(1); 1886 1887 default: 1888 break; 1889 } 1890 1891 return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); 1892 } 1893 1894 1895 /*********************************************************************************************** 1896 * AircraftClass::Enter_Idle_Mode -- Gives the aircraft an appropriate mission. * 1897 * * 1898 * Use this routine when the mission for the aircraft is in doubt. This routine will find * 1899 * an appropriate mission for the aircraft and dispatch it. * 1900 * * 1901 * INPUT: initial -- Is this called when the unit just leaves a factory or is initially * 1902 * or is initially placed on the map? * 1903 * * 1904 * OUTPUT: none * 1905 * * 1906 * WARNINGS: none * 1907 * * 1908 * HISTORY: * 1909 * 06/05/1995 JLB : Created. * 1910 *=============================================================================================*/ 1911 void AircraftClass::Enter_Idle_Mode(bool ) 1912 { 1913 assert(Aircraft.ID(this) == ID); 1914 assert(IsActive); 1915 1916 MissionType mission = (Class->IsFixedWing && IsALoaner && Class->PrimaryWeapon != NULL) ? MISSION_HUNT : MISSION_GUARD; 1917 if (Class->IsFixedWing) { 1918 if (In_Which_Layer() == LAYER_GROUND) { 1919 if (IsALoaner) { 1920 mission = MISSION_RETREAT; 1921 } else { 1922 Assign_Destination(TARGET_NONE); 1923 Assign_Target(TARGET_NONE); 1924 mission = MISSION_GUARD; 1925 } 1926 } else { 1927 1928 /* 1929 ** If this transport is a loaner and part of a team, then remove it from 1930 ** the team it is attached to. 1931 */ 1932 if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) { 1933 if (Team.Is_Valid() && Team->Has_Entered_Map()) { 1934 Team->Remove(this); 1935 } 1936 } 1937 if (Team.Is_Valid()) return; 1938 1939 /* 1940 ** Weapon equipped helicopters that run out of ammo and were 1941 ** brought in as reinforcements will leave the map. 1942 */ 1943 if (Mission != MISSION_ATTACK && IsALoaner && Ammo == 0 && Class->PrimaryWeapon != NULL) { 1944 mission = MISSION_HUNT; 1945 } else { 1946 1947 if (!IsALoaner) { 1948 /* 1949 ** Normal aircraft try to find a good landing spot to rest. 1950 */ 1951 BuildingClass * building = NULL; 1952 if (In_Radio_Contact() && Contact_With_Whom()->What_Am_I() == RTTI_BUILDING) { 1953 building = (BuildingClass *)Contact_With_Whom(); 1954 } else { 1955 building = Find_Docking_Bay(Class->Building, false); 1956 if (Transmit_Message(RADIO_HELLO, building) != RADIO_ROGER) { 1957 building = NULL; 1958 } 1959 } 1960 Assign_Destination(TARGET_NONE); 1961 if (building != NULL) { 1962 if (Class->IsFixedWing) { 1963 Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip 1964 if (IsLanding) { 1965 Process_Take_Off(); 1966 } 1967 } 1968 mission = MISSION_ENTER; 1969 } else { 1970 mission = MISSION_RETREAT; 1971 } 1972 } 1973 } 1974 } 1975 1976 } else { 1977 1978 if (In_Which_Layer() == LAYER_GROUND) { 1979 if (IsALoaner) { 1980 if (Is_Something_Attached()) { 1981 1982 /* 1983 ** In the case of a computer controlled helicopter that hold passengers, 1984 ** don't unload when landing. Wait for specific instructions from the 1985 ** controlling team. 1986 */ 1987 if (Team.Is_Valid()) { 1988 // if (Team.Is_Valid() && !House->IsHuman) { 1989 mission = MISSION_GUARD; 1990 } else { 1991 mission = MISSION_UNLOAD; 1992 } 1993 } else { 1994 mission = MISSION_RETREAT; 1995 } 1996 } else { 1997 Assign_Destination(TARGET_NONE); 1998 Assign_Target(TARGET_NONE); 1999 mission = MISSION_GUARD; 2000 } 2001 } else { 2002 if (Is_Something_Attached()) { 2003 if (IsALoaner) { 2004 if (Team) { 2005 mission = MISSION_GUARD; 2006 } else { 2007 mission = MISSION_UNLOAD; 2008 Assign_Destination(Good_LZ()); 2009 } 2010 } else { 2011 Assign_Destination(Good_LZ()); 2012 mission = MISSION_MOVE; 2013 } 2014 } else { 2015 2016 /* 2017 ** If this transport is a loaner and part of a team, then remove it from 2018 ** the team it is attached to. 2019 */ 2020 if ((IsALoaner && House->IsHuman) || (!House->IsHuman && !Ammo)) { 2021 if (Team.Is_Valid() && Team->Has_Entered_Map()) { 2022 Team->Remove(this); 2023 } 2024 } 2025 2026 if (Class->PrimaryWeapon != NULL) { 2027 2028 /* 2029 ** Weapon equipped helicopters that run out of ammo and were 2030 ** brought in as reinforcements will leave the map. 2031 */ 2032 if (IsALoaner) { 2033 2034 /* 2035 ** If it has no ammo, then break off of the team and leave the map. 2036 ** If it can fight, then give it fighting orders. 2037 */ 2038 if (Ammo == 0) { 2039 if (Team.Is_Valid()) Team->Remove(this); 2040 mission = MISSION_RETREAT; 2041 } else { 2042 if (!Team.Is_Valid()) { 2043 mission = MISSION_HUNT; 2044 } 2045 } 2046 2047 } else { 2048 2049 /* 2050 ** Normal aircraft try to find a good landing spot to rest. 2051 */ 2052 BuildingClass * building = Find_Docking_Bay(Class->Building, false); 2053 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 2054 if (!Class->IsFixedWing) { 2055 int dist = 0x7FFFFFFF; 2056 if (building) dist=Distance(building); 2057 for (int index = 0; index < Vessels.Count(); index++) { 2058 VesselClass *ship = Vessels.Ptr(index); 2059 if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()/* && !ship->In_Radio_Contact()*/) { 2060 if (Distance(ship) < dist || !building) { 2061 building = (BuildingClass *)ship; 2062 dist = Distance(ship); 2063 } 2064 // break; 2065 } 2066 } 2067 } 2068 #endif 2069 Assign_Destination(TARGET_NONE); 2070 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 2071 if (building && (Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER || building->What_Am_I() == RTTI_VESSEL) ) { 2072 #else 2073 if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) { 2074 #endif 2075 mission = MISSION_ENTER; 2076 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 2077 if (building->What_Am_I() == RTTI_VESSEL) { 2078 Assign_Destination(building->As_Target()); 2079 } 2080 #endif 2081 } else { 2082 Assign_Destination(Good_LZ()); 2083 mission = MISSION_MOVE; 2084 } 2085 } 2086 } else { 2087 if (Team) return; 2088 2089 Assign_Destination(Good_LZ()); 2090 mission = MISSION_MOVE; 2091 } 2092 } 2093 } 2094 } 2095 Assign_Mission(mission); 2096 Commence(); 2097 } 2098 2099 2100 /*********************************************************************************************** 2101 * AircraftClass::Process_Fly_To -- Handles state machine for flying to destination. * 2102 * * 2103 * This support routine is used when the helicopter is to fly to the destination. It can * 2104 * optionally slow the helicopter down as it approaches the destination. * 2105 * * 2106 * INPUT: slowdown -- Should the aircraft be slowed down when it approaches the dest? * 2107 * * 2108 * OUTPUT: Returns with the distance remaining between the aircraft and the destination. * 2109 * * 2110 * WARNINGS: Because the aircraft can move at a fast speed, the distance to target value * 2111 * will probably never be zero. The likely case will be that the aircraft * 2112 * overshoots the target. * 2113 * * 2114 * HISTORY: * 2115 * 06/14/1995 JLB : Created. * 2116 * 03/05/1996 JLB : Specifies destination target value. * 2117 *=============================================================================================*/ 2118 int AircraftClass::Process_Fly_To(bool slowdown, TARGET dest) 2119 { 2120 assert(Aircraft.ID(this) == ID); 2121 assert(IsActive); 2122 2123 if (Class->IsFixedWing) slowdown = false; 2124 2125 COORDINATE coord; 2126 if (Is_Target_Building(dest)) { 2127 coord = As_Building(dest)->Docking_Coord(); 2128 } else { 2129 coord = As_Coord(dest); 2130 } 2131 int distance = Distance(coord); 2132 2133 PrimaryFacing.Set_Desired(Direction(coord)); 2134 2135 if (slowdown) { 2136 int speed = min(distance, 0x0300); 2137 speed = Bound(speed/3, 0x0020, 0x00FF); 2138 if (Speed != speed) { 2139 Set_Speed(speed); 2140 } 2141 } 2142 2143 if (distance < 0x0010) { 2144 if (slowdown) { 2145 Set_Speed(0); 2146 } 2147 distance = 0; 2148 } 2149 return(distance); 2150 } 2151 2152 2153 #ifdef CHEAT_KEYS 2154 /*********************************************************************************************** 2155 * AircraftClass::Debug_Dump -- Displays the status of the aircraft to the mono monitor. * 2156 * * 2157 * This displays the current status of the aircraft class to the mono monitor. By this * 2158 * display bugs may be tracked down or prevented. * 2159 * * 2160 * INPUT: none * 2161 * * 2162 * OUTPUT: none * 2163 * * 2164 * WARNINGS: none * 2165 * * 2166 * HISTORY: * 2167 * 06/02/1994 JLB : Created. * 2168 *=============================================================================================*/ 2169 void AircraftClass::Debug_Dump(MonoClass * mono) const 2170 { 2171 assert(Aircraft.ID(this) == ID); 2172 assert(IsActive); 2173 2174 mono->Set_Cursor(0, 0); 2175 mono->Print(Text_String(TXT_DEBUG_AIRCRAFT)); 2176 mono->Set_Cursor(1, 11);mono->Printf("%3d", AttacksRemaining); 2177 2178 FootClass::Debug_Dump(mono); 2179 } 2180 #endif 2181 2182 2183 /*********************************************************************************************** 2184 * AircraftClass::Active_Click_With -- Handles clicking over specified object. * 2185 * * 2186 * This routine is used when the player clicks over the speicifed object. It will assign * 2187 * the appropriate mission to the aircraft. * 2188 * * 2189 * INPUT: action -- The action that was nominally determined by the What_Action function. * 2190 * * 2191 * object -- The object over which the mouse was clicked. * 2192 * * 2193 * OUTPUT: none * 2194 * * 2195 * WARNINGS: This routine will alter the game sequence and causes an event packet to be * 2196 * propagated to all connected machines. * 2197 * * 2198 * HISTORY: * 2199 * 06/19/1995 JLB : Created. * 2200 *=============================================================================================*/ 2201 void AircraftClass::Active_Click_With(ActionType action, ObjectClass * object) 2202 { 2203 assert(Aircraft.ID(this) == ID); 2204 assert(IsActive); 2205 2206 action = What_Action(object); 2207 2208 switch (action) { 2209 case ACTION_NOMOVE: 2210 return; 2211 2212 case ACTION_ENTER: 2213 Player_Assign_Mission(MISSION_ENTER, TARGET_NONE, object->As_Target()); 2214 break; 2215 2216 case ACTION_SELF: 2217 Player_Assign_Mission(MISSION_UNLOAD, TARGET_NONE, TARGET_NONE); 2218 break; 2219 2220 default: 2221 break; 2222 } 2223 FootClass::Active_Click_With(action, object); 2224 } 2225 2226 2227 /*********************************************************************************************** 2228 * AircraftClass::Active_Click_With -- Handles clicking over specified cell. * 2229 * * 2230 * This routine is used when the player clicks the mouse of the specified cell. It will * 2231 * assign the appropriate mission to the aircraft. * 2232 * * 2233 * INPUT: action -- The action nominally determined by What_Action(). * 2234 * * 2235 * cell -- The cell over which the mouse was clicked. * 2236 * * 2237 * OUTPUT: none * 2238 * * 2239 * WARNINGS: This routine will affect the game sequence and causes an event object to be * 2240 * propagated to all connected machines. * 2241 * * 2242 * HISTORY: * 2243 * 06/19/1995 JLB : Created. * 2244 *=============================================================================================*/ 2245 void AircraftClass::Active_Click_With(ActionType action, CELL cell) 2246 { 2247 assert(Aircraft.ID(this) == ID); 2248 assert(IsActive); 2249 2250 FootClass::Active_Click_With(action, cell); 2251 } 2252 2253 2254 /*********************************************************************************************** 2255 * AircraftClass::Player_Assign_Mission -- Handles player input to assign a mission. * 2256 * * 2257 * This routine is called as a result of player input with the intent to change the * 2258 * mission of the aircraft. * 2259 * * 2260 * INPUT: mission -- The mission requested of the aircraft. * 2261 * * 2262 * target -- The value to assign to the aircraft's targeting computer. * 2263 * * 2264 * dest. -- The value to assign to the aircraft's navigation computer. * 2265 * * 2266 * OUTPUT: none * 2267 * * 2268 * WARNINGS: The mission specified will be executed at an indeterminate future game frame. * 2269 * This is controlled by net/modem propagation delay. * 2270 * * 2271 * HISTORY: * 2272 * 06/19/1995 JLB : Created. * 2273 *=============================================================================================*/ 2274 void AircraftClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET destination) 2275 { 2276 assert(Aircraft.ID(this) == ID); 2277 assert(IsActive); 2278 2279 if (AllowVoice) { 2280 if (mission == MISSION_ATTACK) { 2281 Response_Attack(); 2282 } else { 2283 Response_Move(); 2284 } 2285 } 2286 Queue_Mission(TargetClass(this), mission, target, destination); 2287 } 2288 2289 2290 /*********************************************************************************************** 2291 * AircraftClass::What_Action -- Determines what action to perform. * 2292 * * 2293 * This routine is used to determine what action will likely be performed if the mouse * 2294 * were clicked over the object specified. The display system calls this routine to * 2295 * control the mouse shape. * 2296 * * 2297 * INPUT: target -- Pointer to the object that the mouse is currently over. * 2298 * * 2299 * OUTPUT: Returns with the action that will occur if the mouse were clicked over the * 2300 * object specified. * 2301 * * 2302 * WARNINGS: none * 2303 * * 2304 * HISTORY: * 2305 * 06/19/1995 JLB : Created. * 2306 *=============================================================================================*/ 2307 ActionType AircraftClass::What_Action(ObjectClass const * target) const 2308 { 2309 assert(Aircraft.ID(this) == ID); 2310 assert(IsActive); 2311 2312 ActionType action = FootClass::What_Action(target); 2313 2314 if (action == ACTION_SELF && (!How_Many() || (Height > 0) || IsTethered)) { 2315 action = ACTION_NONE; 2316 } 2317 2318 if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) { 2319 action = ACTION_NONE; 2320 } 2321 2322 if (House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_BUILDING && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) { 2323 action = ACTION_ENTER; 2324 } 2325 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 2326 if (!Class->IsFixedWing && House->IsPlayerControl && House->Is_Ally(target) && target->What_Am_I() == RTTI_VESSEL && *(VesselClass *)target == VESSEL_CARRIER && ((AircraftClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)target) == RADIO_ROGER) { 2327 action = ACTION_ENTER; 2328 } 2329 #endif 2330 2331 if (Class->IsFixedWing && action == ACTION_MOVE) { 2332 action = ACTION_NOMOVE; 2333 } 2334 2335 if (action == ACTION_NONE) { 2336 action = What_Action(Coord_Cell(target->Center_Coord())); 2337 } 2338 2339 /* 2340 ** Special return to friendly repair factory action. 2341 */ 2342 if (House->IsPlayerControl && action == ACTION_SELECT && target->What_Am_I() == RTTI_BUILDING) { 2343 BuildingClass * building = (BuildingClass *)target; 2344 if (building->Class->Type == STRUCT_REPAIR && !building->In_Radio_Contact() && !building->Is_Something_Attached()) { 2345 action = ACTION_ENTER; 2346 } 2347 } 2348 2349 return(action); 2350 } 2351 2352 2353 /*********************************************************************************************** 2354 * AircraftClass::What_Action -- Determines what action to perform. * 2355 * * 2356 * This routine will determine what action would occur if the mouse were clicked over the * 2357 * cell specified. The display system calls this routine to determine what mouse shape * 2358 * to use. * 2359 * * 2360 * INPUT: cell -- The cell over which the mouse is currently positioned. * 2361 * * 2362 * OUTPUT: Returns with the action that will be performed if the mouse were clicked at the * 2363 * specified cell location. * 2364 * * 2365 * WARNINGS: none * 2366 * * 2367 * HISTORY: * 2368 * 06/19/1995 JLB : Created. * 2369 *=============================================================================================*/ 2370 ActionType AircraftClass::What_Action(CELL cell) const 2371 { 2372 assert(Aircraft.ID(this) == ID); 2373 assert(IsActive); 2374 2375 ActionType action = FootClass::What_Action(cell); 2376 2377 //using function for IsVisible so we have different results for different players - JAS 2019/09/30 2378 if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) { 2379 action = ACTION_NOMOVE; 2380 } 2381 2382 if (action == ACTION_ATTACK && Class->PrimaryWeapon == NULL) { 2383 action = ACTION_NONE; 2384 } 2385 2386 if (Class->IsFixedWing && action == ACTION_MOVE) { 2387 action = ACTION_NOMOVE; 2388 } 2389 2390 return(action); 2391 } 2392 2393 2394 /*********************************************************************************************** 2395 * AircraftClass::Pose_Dir -- Fetches the natural landing facing. * 2396 * * 2397 * Use this routine to get the desired facing the aircraft should assume when landing. * 2398 * * 2399 * INPUT: none * 2400 * * 2401 * OUTPUT: Returns with the normal default facing the aircraft should have when landed. * 2402 * * 2403 * WARNINGS: none * 2404 * * 2405 * HISTORY: * 2406 * 06/19/1995 JLB : Created. * 2407 * 03/04/1996 JLB : Fixed wing aircraft always face down the runway. * 2408 *=============================================================================================*/ 2409 DirType AircraftClass::Pose_Dir(void) const 2410 { 2411 assert(Aircraft.ID(this) == ID); 2412 assert(IsActive); 2413 2414 if (*this == AIRCRAFT_TRANSPORT) { 2415 return(DIR_N); 2416 } 2417 if (Class->IsFixedWing) { 2418 return(DIR_E); 2419 } 2420 return(DIR_NE); 2421 } 2422 2423 2424 /*********************************************************************************************** 2425 * AircraftClass::Mission_Attack -- Handles the attack mission for aircraft. * 2426 * * 2427 * This routine is the state machine that handles the attack mission for aircraft. It will * 2428 * handling homing in on and firing on the target in the aircraft's targeting computer. * 2429 * * 2430 * INPUT: none * 2431 * * 2432 * OUTPUT: Returns with the number of game ticks to pass before this routine must be called * 2433 * again. * 2434 * * 2435 * WARNINGS: none * 2436 * * 2437 * HISTORY: * 2438 * 06/19/1995 JLB : Created. * 2439 * 09/22/1995 JLB : Fixes brain dead helicopter for Nod scen #7. * 2440 *=============================================================================================*/ 2441 int AircraftClass::Mission_Attack(void) 2442 { 2443 assert(Aircraft.ID(this) == ID); 2444 assert(IsActive); 2445 2446 if (Class->IsFixedWing) { 2447 return(Mission_Hunt()); 2448 } 2449 2450 enum { 2451 VALIDATE_AZ, 2452 PICK_ATTACK_LOCATION, 2453 TAKE_OFF, 2454 FLY_TO_POSITION, 2455 FIRE_AT_TARGET, 2456 FIRE_AT_TARGET2, 2457 RETURN_TO_BASE 2458 }; 2459 switch (Status) { 2460 2461 /* 2462 ** Double check target and validate the attack zone. 2463 */ 2464 case VALIDATE_AZ: 2465 if (!Target_Legal(TarCom)) { 2466 Status = RETURN_TO_BASE; 2467 } else { 2468 Status = PICK_ATTACK_LOCATION; 2469 } 2470 break; 2471 2472 /* 2473 ** Pick a good location to attack from. 2474 */ 2475 case PICK_ATTACK_LOCATION: 2476 if (!Target_Legal(TarCom)) { 2477 Status = RETURN_TO_BASE; 2478 } else { 2479 Assign_Destination(Good_Fire_Location(TarCom)); 2480 if (Target_Legal(NavCom)) { 2481 Status = TAKE_OFF; 2482 } else { 2483 Status = RETURN_TO_BASE; 2484 } 2485 } 2486 break; 2487 2488 /* 2489 ** Take off (if necessary). 2490 */ 2491 case TAKE_OFF: 2492 if (!Target_Legal(TarCom)) { 2493 Status = RETURN_TO_BASE; 2494 } else { 2495 if (Process_Take_Off()) { 2496 Status = FLY_TO_POSITION; 2497 2498 /* 2499 ** Break off radio contact with the helipad it is taking off from. 2500 */ 2501 if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { 2502 Transmit_Message(RADIO_OVER_OUT); 2503 } 2504 2505 /* 2506 ** Start flying toward the destination by skewing at first. 2507 ** As the flight progresses, the body will rotate to face 2508 ** the direction of travel. 2509 */ 2510 int diff = SecondaryFacing.Difference(Direction(NavCom)); 2511 diff = Bound(diff, -128, 128); 2512 PrimaryFacing = DirType((int)SecondaryFacing.Current()+diff); 2513 } 2514 return(1); 2515 } 2516 break; 2517 2518 /* 2519 ** Fly to attack location. 2520 */ 2521 case FLY_TO_POSITION: 2522 if (Target_Legal(TarCom)) { 2523 2524 /* 2525 ** If the navcom was cleared mysteriously, then try to pick 2526 ** a new attack location. This is a likely event if the player 2527 ** clicks on a new target while in flight to an existing target. 2528 */ 2529 if (!Target_Legal(NavCom)) { 2530 Status = PICK_ATTACK_LOCATION; 2531 return(1); 2532 } 2533 2534 int distance = Process_Fly_To(true, NavCom); 2535 2536 if (distance < 0x0200) { 2537 SecondaryFacing.Set_Desired(Direction(TarCom)); 2538 2539 if (distance < 0x0010) { 2540 Status = FIRE_AT_TARGET; 2541 Assign_Destination(TARGET_NONE); 2542 } 2543 } else { 2544 SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); 2545 return(1); 2546 } 2547 } else { 2548 Status = RETURN_TO_BASE; 2549 } 2550 return(1); 2551 2552 /* 2553 ** Fire at the target. 2554 */ 2555 case FIRE_AT_TARGET: 2556 if (!Target_Legal(TarCom)) { 2557 Status = RETURN_TO_BASE; 2558 return(1); 2559 } 2560 2561 PrimaryFacing.Set_Desired(Direction(TarCom)); 2562 SecondaryFacing.Set_Desired(Direction(TarCom)); 2563 switch (Can_Fire(TarCom, 0)) { 2564 case FIRE_CLOAKED: 2565 Do_Uncloak(); 2566 break; 2567 2568 case FIRE_OK: 2569 Fire_At(TarCom, 0); 2570 Map[::As_Cell(TarCom)].Incoming(Coord, true); 2571 Status = FIRE_AT_TARGET2; 2572 break; 2573 2574 case FIRE_REARM: 2575 case FIRE_FACING: 2576 break; 2577 2578 default: 2579 if (!Ammo) { 2580 Status = RETURN_TO_BASE; 2581 } else { 2582 Status = FIRE_AT_TARGET2; 2583 } 2584 break; 2585 } 2586 return(1); 2587 2588 /* 2589 ** Fire at the target. 2590 */ 2591 case FIRE_AT_TARGET2: 2592 if (!Target_Legal(TarCom)) { 2593 Status = RETURN_TO_BASE; 2594 return(1); 2595 } 2596 2597 PrimaryFacing.Set_Desired(Direction(TarCom)); 2598 SecondaryFacing.Set_Desired(Direction(TarCom)); 2599 switch (Can_Fire(TarCom, 0)) { 2600 case FIRE_CLOAKED: 2601 Do_Uncloak(); 2602 break; 2603 2604 case FIRE_REARM: 2605 break; 2606 2607 case FIRE_OK: 2608 Fire_At(TarCom, 0); 2609 Map[::As_Cell(TarCom)].Incoming(Coord, true); 2610 2611 if (Ammo) { 2612 Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET; 2613 } else { 2614 Status = RETURN_TO_BASE; 2615 } 2616 break; 2617 2618 default: 2619 if (!Ammo) { 2620 Status = RETURN_TO_BASE; 2621 } else { 2622 if (!In_Range(TarCom)) { 2623 Status = PICK_ATTACK_LOCATION; 2624 } else { 2625 Status = Rule.IsCurleyShuffle ? PICK_ATTACK_LOCATION : FIRE_AT_TARGET; 2626 } 2627 } 2628 break; 2629 } 2630 break; 2631 2632 /* 2633 ** Fly back to landing spot. 2634 */ 2635 case RETURN_TO_BASE: 2636 /* 2637 ** Break off of firing at the target if there is no more 2638 ** point in attacking it this mission. The player will 2639 ** reassign a target for the next mission. 2640 */ 2641 if (!Ammo && (IsALoaner || House->IsHuman)) { 2642 Assign_Target(TARGET_NONE); 2643 } 2644 Assign_Destination(TARGET_NONE); 2645 Enter_Idle_Mode(); 2646 break; 2647 2648 default: 2649 break; 2650 } 2651 2652 return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2)); 2653 } 2654 2655 2656 /*********************************************************************************************** 2657 * AircraftClass::New_LZ -- Find a good landing zone. * 2658 * * 2659 * Use this routine to locate a good landing zone that is nearby the location specified. * 2660 * By using this routine it is possible to assign the same landing zone to several * 2661 * aircraft and they will land nearby without conflict. * 2662 * * 2663 * INPUT: oldlz -- Target value of desired landing zone (usually a cell target value). * 2664 * * 2665 * OUTPUT: Returns with the new good landing zone. It might be the same value passed in. * 2666 * * 2667 * WARNINGS: The landing zone might be a goodly distance away from the ideal if there is * 2668 * extensive blocking terrain in the vicinity. * 2669 * * 2670 * HISTORY: * 2671 * 06/19/1995 JLB : Created. * 2672 *=============================================================================================*/ 2673 TARGET AircraftClass::New_LZ(TARGET oldlz) const 2674 { 2675 assert(Aircraft.ID(this) == ID); 2676 assert(IsActive); 2677 2678 if (Target_Legal(oldlz) && (!Is_LZ_Clear(oldlz) || !Cell_Seems_Ok(As_Cell(oldlz)))) { 2679 COORDINATE coord = As_Coord(oldlz); 2680 2681 /* 2682 ** Scan outward in a series of concentric rings up to certain distance 2683 ** in cells. 2684 */ 2685 for (int radius = 0; radius < Rule.LZScanRadius / CELL_LEPTON_W; radius++) { 2686 FacingType modifier = Random_Pick(FACING_N, FACING_NW); 2687 CELL lastcell = -1; 2688 2689 /* 2690 ** Perform a radius scan out from the original center location. Try to 2691 ** find a cell that is allowed to be a legal LZ. 2692 */ 2693 for (FacingType facing = FACING_N; facing < FACING_COUNT; facing++) { 2694 CELL newcell = Coord_Cell(Coord_Move(coord, Facing_Dir(facing+modifier), radius * ICON_LEPTON_W)); 2695 if (Map.In_Radar(newcell)) { 2696 TARGET newtarget = ::As_Target(newcell); 2697 2698 if (newcell != lastcell && Is_LZ_Clear(newtarget) && Cell_Seems_Ok(newcell)) { 2699 return(newtarget); 2700 } 2701 lastcell = newcell; 2702 } 2703 } 2704 } 2705 } 2706 return(oldlz); 2707 } 2708 2709 2710 /*********************************************************************************************** 2711 * AircraftClass::Receive_Message -- Handles receipt of radio messages. * 2712 * * 2713 * This routine receives all radio messages directed at this aircraft. It is used to handle * 2714 * all inter-object coordination. Typically, this would be for transport helicopters and * 2715 * other complex landing operations required of helicopters. * 2716 * * 2717 * INPUT: from -- The source of this radio message. * 2718 * * 2719 * message -- The message itself. * 2720 * * 2721 * param -- An optional parameter that may be used to transfer additional * 2722 * data. * 2723 * * 2724 * OUTPUT: Returns with the radio response from the aircraft. * 2725 * * 2726 * WARNINGS: Some radio messages are handled by the base classes. * 2727 * * 2728 * HISTORY: * 2729 * 06/19/1995 JLB : Created. * 2730 *=============================================================================================*/ 2731 RadioMessageType AircraftClass::Receive_Message(RadioClass * from, RadioMessageType message, long & param) 2732 { 2733 assert(Aircraft.ID(this) == ID); 2734 assert(IsActive); 2735 2736 switch (message) { 2737 2738 case RADIO_PREPARED: 2739 if (Target_Legal(TarCom)) return(RADIO_NEGATIVE); 2740 if ((Height == 0 && Ammo == Class->MaxAmmo) || (Height > 0 && Ammo > 0)) return(RADIO_ROGER); 2741 return(RADIO_NEGATIVE); 2742 2743 /* 2744 ** Something disastrous has happened to the object in contact with. Fall back 2745 ** and regroup. This means that any landing process is immediately aborted. 2746 */ 2747 case RADIO_RUN_AWAY: 2748 if (IsLanding) { 2749 IsLanding = false; 2750 IsTakingOff = true; 2751 } 2752 if (Class->IsFixedWing) { 2753 Assign_Destination(Good_LZ()); 2754 if (!Target_Legal(NavCom)) { 2755 Assign_Mission(MISSION_RETREAT); 2756 } else { 2757 Assign_Mission(MISSION_MOVE); 2758 } 2759 } else { 2760 Scatter(0, true); 2761 } 2762 break; 2763 2764 /* 2765 ** The ground control requests that this specified landing spot be used. 2766 */ 2767 case RADIO_MOVE_HERE: 2768 FootClass::Receive_Message(from, message, param); 2769 if (Is_Target_Building(param)) { 2770 if (Transmit_Message(RADIO_CAN_LOAD, As_Techno(param)) != RADIO_ROGER) { 2771 return(RADIO_NEGATIVE); 2772 } 2773 Assign_Mission(MISSION_ENTER); 2774 Assign_Destination((TARGET)param); 2775 } else { 2776 Assign_Mission(MISSION_MOVE); 2777 Assign_Destination((TARGET)param); 2778 } 2779 Commence(); 2780 return(RADIO_ROGER); 2781 2782 /* 2783 ** Ground control is requesting if the aircraft requires navigation direction. 2784 */ 2785 case RADIO_NEED_TO_MOVE: 2786 FootClass::Receive_Message(from, message, param); 2787 if (!Target_Legal(NavCom) && !IsTakingOff && !IsLanding) { 2788 return(RADIO_ROGER); 2789 } 2790 return(RADIO_NEGATIVE); 2791 2792 /* 2793 ** This message is sent by the passenger when it determines that it has 2794 ** entered the transport. 2795 */ 2796 case RADIO_IM_IN: 2797 if (How_Many() == Class->Max_Passengers()) { 2798 Close_Door(5, 4); 2799 } 2800 2801 /* 2802 ** If a civilian has entered the transport, then the transport will immediately 2803 ** fly off the map. 2804 */ 2805 if (_Counts_As_Civ_Evac(from)) { 2806 Assign_Mission(MISSION_RETREAT); 2807 } 2808 return(RADIO_ATTACH); 2809 2810 /* 2811 ** Docking maintenance message received. Check to see if new orders should be given 2812 ** to the impatient unit. 2813 */ 2814 case RADIO_DOCKING: 2815 if (Class->Max_Passengers() > 0 && How_Many() < Class->Max_Passengers()) { 2816 FootClass::Receive_Message(from, message, param); 2817 2818 if (!IsTethered && !IsLanding && !IsTakingOff && Height == 0) { 2819 2820 Open_Door(5, 4); 2821 2822 /* 2823 ** If the potential passenger needs someplace to go, then figure out a good 2824 ** spot and tell it to go. 2825 */ 2826 if (Transmit_Message(RADIO_NEED_TO_MOVE, from) == RADIO_ROGER) { 2827 CELL cell; 2828 /*DirType dir =*/ Desired_Load_Dir(from, cell); 2829 2830 /* 2831 ** If no adjacent free cells are detected, then passenger loading 2832 ** cannot occur. Break radio contact. 2833 */ 2834 if (cell == 0) { 2835 Transmit_Message(RADIO_OVER_OUT, from); 2836 } else { 2837 param = (long)::As_Target(cell); 2838 2839 /* 2840 ** Tell the potential passenger where it should go. If the passenger is 2841 ** already at the staging location, then tell it to move onto the transport 2842 ** directly. 2843 */ 2844 if (Transmit_Message(RADIO_MOVE_HERE, param, from) == RADIO_YEA_NOW_WHAT) { 2845 param = (long)As_Target(); 2846 Transmit_Message(RADIO_TETHER); 2847 if (Transmit_Message(RADIO_MOVE_HERE, param, from) != RADIO_ROGER) { 2848 Transmit_Message(RADIO_OVER_OUT, from); 2849 } else { 2850 Contact_With_Whom()->Unselect(); 2851 } 2852 } 2853 } 2854 } 2855 } 2856 return(RADIO_ROGER); 2857 } 2858 break; 2859 2860 /* 2861 ** Asks if the passenger can load on this transport. 2862 */ 2863 case RADIO_CAN_LOAD: 2864 if (Class->Max_Passengers() == 0 || from == NULL || !House->Is_Ally(from->Owner()) || Height > 0) return(RADIO_STATIC); 2865 if (/*!In_Radio_Contact() &&*/ How_Many() < Class->Max_Passengers()) { 2866 return(RADIO_ROGER); 2867 } 2868 return(RADIO_NEGATIVE); 2869 2870 default: 2871 break; 2872 } 2873 2874 /* 2875 ** Let the base class take over processing this message. 2876 */ 2877 return(FootClass::Receive_Message(from, message, param)); 2878 } 2879 2880 2881 /*********************************************************************************************** 2882 * AircraftClass::Desired_Load_Dir -- Determines where passengers should line up. * 2883 * * 2884 * This routine is used by the transport helicopter to determine the location where the * 2885 * infantry passengers should line up before loading. * 2886 * * 2887 * INPUT: object -- The object that is trying to load up on this transport. * 2888 * * 2889 * -- Reference to the cell that the passengers should move to before the * 2890 * actual load process may begin. * 2891 * * 2892 * OUTPUT: Returns with the direction that the helicopter should face for the load operation. * 2893 * * 2894 * WARNINGS: none * 2895 * * 2896 * HISTORY: * 2897 * 06/12/1995 JLB : Created. * 2898 * 07/30/1995 JLB : Revamped to scan all adjacent cells. * 2899 *=============================================================================================*/ 2900 DirType AircraftClass::Desired_Load_Dir(ObjectClass * object, CELL & moveto) const 2901 { 2902 assert(Aircraft.ID(this) == ID); 2903 assert(IsActive); 2904 2905 CELL center = Coord_Cell(Center_Coord()); 2906 for (int sweep = FACING_N; sweep < FACING_S; sweep++) { 2907 moveto = Adjacent_Cell(center, FacingType(FACING_S+sweep)); 2908 if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N); 2909 2910 moveto = Adjacent_Cell(center, FacingType(FACING_S-sweep)); 2911 if (Map.In_Radar(moveto) && (Coord_Cell(object->Center_Coord()) == moveto || Map[moveto].Is_Clear_To_Move(SPEED_FOOT, false, false))) return(DIR_N); 2912 } 2913 return(DIR_N); 2914 } 2915 2916 2917 /*********************************************************************************************** 2918 * AircraftClass::Process_Take_Off -- State machine support for taking off. * 2919 * * 2920 * This routine is used by the main game state machine processor. This utility routine * 2921 * handles a helicopter as it transitions from landed to flying state. * 2922 * * 2923 * INPUT: none * 2924 * * 2925 * OUTPUT: Has the helicopter reached flight level now? * 2926 * * 2927 * WARNINGS: none * 2928 * * 2929 * HISTORY: * 2930 * 06/12/1995 JLB : Created. * 2931 *=============================================================================================*/ 2932 bool AircraftClass::Process_Take_Off(void) 2933 { 2934 assert(Aircraft.ID(this) == ID); 2935 assert(IsActive); 2936 2937 IsLanding = false; 2938 IsTakingOff = true; 2939 2940 if (Class->IsFixedWing) { 2941 Set_Speed(0xFF); 2942 if (Height == FLIGHT_LEVEL) { 2943 return(true); 2944 } 2945 2946 } else { 2947 2948 switch (Height) { 2949 case 0: 2950 Close_Door(5, 4); 2951 PrimaryFacing = SecondaryFacing; 2952 break; 2953 2954 case FLIGHT_LEVEL/2: 2955 PrimaryFacing.Set_Desired(Direction(NavCom)); 2956 break; 2957 2958 case FLIGHT_LEVEL-(FLIGHT_LEVEL/3): 2959 SecondaryFacing.Set_Desired(PrimaryFacing.Desired()); 2960 Set_Speed(0x20); 2961 break; 2962 2963 case FLIGHT_LEVEL-(FLIGHT_LEVEL/5): 2964 Set_Speed(0x40); 2965 break; 2966 2967 case FLIGHT_LEVEL: 2968 Set_Speed(0xFF); 2969 IsTakingOff = false; 2970 return(true); 2971 2972 default: 2973 break; 2974 } 2975 } 2976 return(false); 2977 } 2978 2979 2980 /*********************************************************************************************** 2981 * AircraftClass::Process_Landing -- Landing process state machine handler. * 2982 * * 2983 * This is a support routine that is called by the main state machine routines. This * 2984 * routine is responsible for handling the helicopter as it transitions from flight to * 2985 * landing. * 2986 * * 2987 * INPUT: none * 2988 * * 2989 * OUTPUT: Has the helicopter completely landed now? * 2990 * * 2991 * WARNINGS: none * 2992 * * 2993 * HISTORY: * 2994 * 06/12/1995 JLB : Created. * 2995 * 03/04/1996 JLB : Handles fixed wing aircraft. * 2996 *=============================================================================================*/ 2997 bool AircraftClass::Process_Landing(void) 2998 { 2999 assert(Aircraft.ID(this) == ID); 3000 assert(IsActive); 3001 3002 IsTakingOff = false; 3003 IsLanding = true; 3004 3005 if (Class->IsFixedWing) { 3006 int distance = Distance(NavCom); 3007 3008 if (distance > 0x0100) { 3009 SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); 3010 } 3011 3012 switch (Height) { 3013 case 0: 3014 Set_Speed(0); 3015 IsLanding = false; 3016 return(true); 3017 3018 default: 3019 // if (distance*2 > Class->LandingSpeed) { 3020 // Set_Speed(Class->LandingSpeed); 3021 // } else { 3022 // Set_Speed(distance/2); 3023 // } 3024 3025 Set_Speed(Class->LandingSpeed / House->AirspeedBias); 3026 break; 3027 } 3028 3029 } else { 3030 switch (Height) { 3031 case 0: 3032 IsLanding = false; 3033 return(true); 3034 3035 case FLIGHT_LEVEL/2: 3036 Set_Speed(0); 3037 break; 3038 3039 case FLIGHT_LEVEL: 3040 break; 3041 3042 default: 3043 break; 3044 } 3045 } 3046 return(false); 3047 } 3048 3049 3050 /*********************************************************************************************** 3051 * AircraftClass::Can_Enter_Cell -- Determines if the aircraft can land at this location. * 3052 * * 3053 * This routine is used when the passability of a cell needs to be determined. This is * 3054 * necessary when scanning for a location that the aircraft can land. * 3055 * * 3056 * INPUT: cell -- The cell location to check for landing. * 3057 * * 3058 * OUTPUT: Returns a value indicating if the cell is a legal landing spot or not. * 3059 * * 3060 * WARNINGS: none * 3061 * * 3062 * HISTORY: * 3063 * 06/12/1995 JLB : Created. * 3064 *=============================================================================================*/ 3065 MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const 3066 { 3067 assert(Aircraft.ID(this) == ID); 3068 assert(IsActive); 3069 3070 if (!Map.In_Radar(cell)) return(MOVE_NO); 3071 3072 CellClass * cellptr = &Map[cell]; 3073 3074 ObjectClass const * occupier = cellptr->Cell_Occupier(); 3075 3076 if (occupier == NULL || 3077 !occupier->Is_Techno() || 3078 ((TechnoClass *)occupier)->House->Is_Ally(House) || 3079 (!((TechnoClass *)occupier)->Is_Cloaked(this) && 3080 (ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) ) 3081 ) { 3082 3083 if (!cellptr->Is_Clear_To_Move(SPEED_TRACK, false, false)) return(MOVE_NO); 3084 } 3085 3086 if (Session.Type == GAME_NORMAL && IsOwnedByPlayer && !cellptr->IsMapped) { 3087 return(MOVE_NO); 3088 } 3089 3090 return(MOVE_OK); 3091 } 3092 3093 3094 /*********************************************************************************************** 3095 * AircraftClass::Good_Fire_Location -- Searches for and finds a good spot to fire from. * 3096 * * 3097 * Given the specified target, this routine will locate a good spot for the aircraft to * 3098 * fire at the target. * 3099 * * 3100 * INPUT: target -- The target that is desired to be attacked. * 3101 * * 3102 * OUTPUT: Returns with the target location of the place that firing should be made from. * 3103 * * 3104 * WARNINGS: none * 3105 * * 3106 * HISTORY: * 3107 * 06/12/1995 JLB : Created. * 3108 * 06/14/1995 JLB : Finer resolution on ring scan. * 3109 * 11/02/1996 JLB : Bias fire position to get closer to moving objects. * 3110 *=============================================================================================*/ 3111 TARGET AircraftClass::Good_Fire_Location(TARGET target) const 3112 { 3113 assert(Aircraft.ID(this) == ID); 3114 assert(IsActive); 3115 3116 if (Target_Legal(target)) { 3117 int range = Weapon_Range(0); 3118 COORDINATE tcoord = As_Coord(target); 3119 CELL bestcell = 0; 3120 CELL best2cell = 0; 3121 int bestval = -1; 3122 int best2val = -1; 3123 3124 /* 3125 ** Try to get closer to a target that is moving. 3126 */ 3127 COORDINATE altcoord = 0; 3128 if (Is_Target_Object(target) && As_Object(target)->Is_Foot()) { 3129 TARGET alttarg = ((FootClass *)As_Object(target))->NavCom; 3130 if (Target_Legal(alttarg)) { 3131 altcoord = As_Coord(alttarg); 3132 } 3133 } 3134 3135 for (int r = range-0x0100; r > 0x0100; r -= 0x0100) { 3136 for (int face = 0; face < 255; face += 16) { 3137 COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r); 3138 CELL newcell = Coord_Cell(newcoord); 3139 CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XY_Coord(0, FLIGHT_LEVEL))); 3140 3141 //using function for IsVisible so we have different results for different players - JAS 2019/09/30 3142 if (Map.In_Radar(actualcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) { 3143 int dist; 3144 if (altcoord != 0) { 3145 dist = ::Distance(newcoord, altcoord); 3146 } else { 3147 dist = Distance(newcoord); 3148 } 3149 if (bestval == -1 || dist < bestval) { 3150 best2val = bestval; 3151 best2cell = bestcell; 3152 bestval = dist; 3153 bestcell = newcell; 3154 } 3155 } 3156 } 3157 if (bestval != -1) break; 3158 } 3159 3160 if (best2val == -1) { 3161 best2cell = bestcell; 3162 } 3163 3164 /* 3165 ** If it found a good firing location, then return this location as 3166 ** a target value. 3167 */ 3168 if (bestval != -1) { 3169 if (Percent_Chance(50)) { 3170 return(::As_Target(bestcell)); 3171 } else { 3172 return(::As_Target(best2cell)); 3173 } 3174 } 3175 } 3176 return(TARGET_NONE); 3177 } 3178 3179 3180 /*********************************************************************************************** 3181 * AircraftClass::Cell_Seems_Ok -- Checks to see if a cell is good to enter. * 3182 * * 3183 * This routine examines the navigation computers of other aircraft in order to see if the * 3184 * specified cell is safe to fly to. The intent of this routine is to avoid unnecessary * 3185 * mid-air collisions. * 3186 * * 3187 * INPUT: cell -- The cell to examine for clear airspace. * 3188 * * 3189 * strict -- Should the scan consider the aircraft, that is making this check, a * 3190 * blocking aircraft. Typically, the aircraft itself is not considered * 3191 * a blockage -- an aircraft can always exist where it is currently * 3192 * located. A strict check is useful for helicopters that need to move * 3193 * around at the slightest provocation. * 3194 * * 3195 * OUTPUT: Is the specified cell free from airspace conflicts? * 3196 * * 3197 * WARNINGS: none * 3198 * * 3199 * HISTORY: * 3200 * 06/19/1995 JLB : Created. * 3201 *=============================================================================================*/ 3202 bool AircraftClass::Cell_Seems_Ok(CELL cell, bool strict) const 3203 { 3204 assert(Aircraft.ID(this) == ID); 3205 assert(IsActive); 3206 3207 /* 3208 ** Make sure that no other aircraft are heading to the selected location. If they 3209 ** are, then don't consider the location as valid. 3210 */ 3211 TARGET astarget = ::As_Target(cell); 3212 for (int index = 0; index < Aircraft.Count(); index++) { 3213 AircraftClass * air = Aircraft.Ptr(index); 3214 if (air && (strict || air != this) && !air->IsInLimbo) { 3215 if (Coord_Cell(air->Coord) == cell || air->NavCom == astarget) { 3216 return(false); 3217 } 3218 } 3219 } 3220 return(true); 3221 } 3222 3223 3224 /*********************************************************************************************** 3225 * AircraftClass::Pip_Count -- Returns the number of "objects" in aircraft. * 3226 * * 3227 * This routine is used by the render logic to draw the little container "pips". This * 3228 * corresponds to the number of passengers for a transport helicopter or the number of * 3229 * shots remaining for an attack helicopter. * 3230 * * 3231 * INPUT: none * 3232 * * 3233 * OUTPUT: Returns with the number of "pips" to render on the aircraft. * 3234 * * 3235 * WARNINGS: none * 3236 * * 3237 * HISTORY: * 3238 * 06/11/1995 JLB : Created. * 3239 *=============================================================================================*/ 3240 int AircraftClass::Pip_Count(void) const 3241 { 3242 assert(Aircraft.ID(this) == ID); 3243 assert(IsActive); 3244 3245 int retval = 0; 3246 3247 bool carrying_passengers = (Class->Max_Passengers() > 0) && ((*this != AIRCRAFT_BADGER) || (Mission != MISSION_HUNT)); 3248 if (carrying_passengers) { 3249 retval = How_Many(); 3250 } else { 3251 if (Ammo) { 3252 retval = Class->Max_Pips() * fixed(Ammo, Class->MaxAmmo); 3253 if (!retval) retval = 1; 3254 } 3255 } 3256 return(retval); 3257 } 3258 3259 3260 /*********************************************************************************************** 3261 * AircraftClass::Mission_Enter -- Control aircraft to fly to the helipad or repair center. * 3262 * * 3263 * This routine is used when the aircraft needs to fly for either rearming or repairing. * 3264 * It tries to establish contact with the support building. Once contact is established * 3265 * the ground controller takes care of commanding the aircraft. * 3266 * * 3267 * INPUT: none * 3268 * * 3269 * OUTPUT: Returns with the delay before this routine should be called again. * 3270 * * 3271 * WARNINGS: none * 3272 * * 3273 * HISTORY: * 3274 * 06/12/1995 JLB : Created. * 3275 * 07/04/1995 JLB : Ground controller gives orders. * 3276 *=============================================================================================*/ 3277 int AircraftClass::Mission_Enter(void) 3278 { 3279 assert(Aircraft.ID(this) == ID); 3280 assert(IsActive); 3281 3282 enum { 3283 INITIAL, 3284 TAKEOFF, 3285 ALTITUDE, 3286 STACK, 3287 DOWNWIND, 3288 CROSSWIND, 3289 TRAVEL, 3290 LANDING 3291 }; 3292 3293 /* 3294 ** Verify that it has a valid NavCom. If it doesn't then request one from the 3295 ** building this building is trying to land upon. If that fails, then enter 3296 ** idle mode. 3297 */ 3298 if (!Target_Legal(NavCom) && In_Which_Layer() != LAYER_GROUND) { 3299 if (Transmit_Message(RADIO_DOCKING) != RADIO_ROGER) { 3300 Enter_Idle_Mode(); 3301 return(1); 3302 } 3303 } 3304 3305 switch (Status) { 3306 case INITIAL: 3307 if (Height < FLIGHT_LEVEL || IsLanding) { 3308 Status = TAKEOFF; 3309 } else { 3310 Status = ALTITUDE; 3311 } 3312 break; 3313 3314 case TAKEOFF: 3315 if (Process_Take_Off()) { 3316 /* 3317 ** After takeoff is complete, break radio contact with any helipad that this 3318 ** helicopter is taking off from. 3319 */ 3320 if (In_Radio_Contact() && Map[Coord].Cell_Building() == Contact_With_Whom()) { 3321 Transmit_Message(RADIO_OVER_OUT); 3322 } 3323 Status = ALTITUDE; 3324 } 3325 break; 3326 3327 case ALTITUDE: 3328 /* 3329 ** Establish radio contact with the building this helicopter is trying 3330 ** to land at. 3331 */ 3332 if (In_Radio_Contact()) { 3333 if (!Target_Legal(NavCom)) { 3334 Transmit_Message(RADIO_DOCKING); 3335 if (!Target_Legal(NavCom)) { 3336 Enter_Idle_Mode(); 3337 return(1); 3338 } 3339 } 3340 Status = STACK; 3341 } else { 3342 TechnoClass * tech = As_Techno(NavCom); 3343 if (tech && Transmit_Message(RADIO_CAN_LOAD, tech) == RADIO_ROGER) { 3344 Transmit_Message(RADIO_HELLO, tech); 3345 Transmit_Message(RADIO_DOCKING); 3346 Status = STACK; 3347 } else { 3348 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3349 if (tech->What_Am_I() != RTTI_VESSEL) { 3350 Assign_Destination(TARGET_NONE); 3351 Enter_Idle_Mode(); 3352 } 3353 #else 3354 Assign_Destination(TARGET_NONE); 3355 Enter_Idle_Mode(); 3356 #endif 3357 } 3358 } 3359 break; 3360 3361 case STACK: 3362 if (Class->IsFixedWing) { 3363 int distance; 3364 TARGET togo; 3365 3366 BuildingClass const * building = As_Building(NavCom); 3367 if (building) { 3368 togo = ::As_Target(building->Check_Point(CHECK_STACK)); 3369 } else { 3370 togo = NavCom; 3371 } 3372 3373 distance = Process_Fly_To(true, togo); 3374 if (distance < 0x0080) { 3375 Status = DOWNWIND; 3376 } 3377 } else { 3378 Status = DOWNWIND; 3379 } 3380 break; 3381 3382 case DOWNWIND: 3383 if (Class->IsFixedWing) { 3384 int distance; 3385 TARGET togo; 3386 3387 Set_Speed(200); 3388 BuildingClass const * building = As_Building(NavCom); 3389 if (building) { 3390 togo = ::As_Target(building->Check_Point(CHECK_DOWNWIND)); 3391 } else { 3392 togo = NavCom; 3393 } 3394 3395 distance = Process_Fly_To(true, togo); 3396 if (distance < 0x0080) { 3397 Status = CROSSWIND; 3398 } 3399 } else { 3400 Status = CROSSWIND; 3401 } 3402 break; 3403 3404 case CROSSWIND: 3405 if (Class->IsFixedWing) { 3406 int distance; 3407 TARGET togo; 3408 3409 Set_Speed(140); 3410 BuildingClass const * building = As_Building(NavCom); 3411 if (building) { 3412 togo = ::As_Target(building->Check_Point(CHECK_CROSSWIND)); 3413 } else { 3414 togo = NavCom; 3415 } 3416 3417 distance = Process_Fly_To(true, togo); 3418 if (distance < 0x0080) { 3419 Status = TRAVEL; 3420 } 3421 } else { 3422 Status = TRAVEL; 3423 } 3424 break; 3425 3426 case TRAVEL: 3427 Transmit_Message(RADIO_DOCKING); 3428 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3429 if (!In_Radio_Contact() && !Is_Target_Vessel(NavCom)) { 3430 #else 3431 if (!In_Radio_Contact()) { 3432 #endif 3433 Assign_Destination(TARGET_NONE); 3434 Enter_Idle_Mode(); 3435 } else { 3436 int distance = Process_Fly_To(true, NavCom); 3437 3438 if (Class->IsFixedWing) { 3439 3440 if (distance < 0x0400) { 3441 Status = LANDING; 3442 } 3443 return(1); 3444 3445 } else { 3446 if (distance < 0x0080) { 3447 if (Target_Legal(TarCom)) { 3448 SecondaryFacing.Set_Desired(Direction(TarCom)); 3449 } else { 3450 SecondaryFacing.Set_Desired(Pose_Dir()); 3451 } 3452 3453 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3454 if (Is_Target_Vessel(NavCom) && !In_Radio_Contact()) { 3455 Enter_Idle_Mode(); 3456 break; 3457 } 3458 #endif 3459 if (distance < 0x0010) { 3460 Status = LANDING; 3461 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3462 if(Is_Target_Vessel(NavCom) && As_Vessel(NavCom)->NavCom) { 3463 Status = TRAVEL; 3464 } 3465 #endif 3466 3467 } 3468 break; 3469 } else { 3470 SecondaryFacing.Set_Desired(Direction(NavCom)); 3471 // SecondaryFacing.Set_Desired(::Direction(Fire_Coord(0), As_Coord(NavCom))); 3472 } 3473 } 3474 return(3); 3475 } 3476 break; 3477 3478 case LANDING: 3479 if (IsTakingOff && !Class->IsFixedWing) { 3480 Assign_Destination(TARGET_NONE); 3481 Enter_Idle_Mode(); 3482 } 3483 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3484 // If we were trying to land on a carrier and it moved, take off again 3485 if ( As_Vessel(NavCom) && !In_Radio_Contact()) { 3486 Status = INITIAL; 3487 break; 3488 } 3489 #endif 3490 if (Process_Landing()) { 3491 switch (Transmit_Message(RADIO_IM_IN)) { 3492 case RADIO_ROGER: 3493 Assign_Mission(MISSION_GUARD); 3494 break; 3495 3496 case RADIO_ATTACH: 3497 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3498 if(Contact_With_Whom()->What_Am_I() != RTTI_VESSEL) Limbo(); 3499 #else 3500 Limbo(); 3501 #endif 3502 Contact_With_Whom()->Attach(this); 3503 break; 3504 3505 default: 3506 Enter_Idle_Mode(); 3507 } 3508 } 3509 break; 3510 3511 default: 3512 break; 3513 } 3514 return(1); 3515 } 3516 3517 3518 /*********************************************************************************************** 3519 * AircraftClass::Good_LZ -- Locates a good spot to land. * 3520 * * 3521 * This routine is used when helicopters need a place to land, but there are no obvious * 3522 * spots (i.e., helipad) available. It will try to land near a friendly helipad or friendly * 3523 * building if there are no helipads anywhere. In the event that there are no friendly * 3524 * buildings anywhere on the map, then just land right where it is flying. * 3525 * * 3526 * INPUT: none * 3527 * * 3528 * OUTPUT: Returns with the target location where this aircraft should land. This value may * 3529 * not be a clear cell, but the normal landing logic will resolve that problem. * 3530 * * 3531 * WARNINGS: none * 3532 * * 3533 * HISTORY: * 3534 * 06/12/1995 JLB : Created. * 3535 *=============================================================================================*/ 3536 TARGET AircraftClass::Good_LZ(void) const 3537 { 3538 assert(Aircraft.ID(this) == ID); 3539 assert(IsActive); 3540 3541 /* 3542 ** Scan through all of the buildings and try to land near 3543 ** the helipad (if there is one) or the nearest friendly building. 3544 */ 3545 CELL bestcell = 0; 3546 int bestdist = -1; 3547 for (int index = 0; index < Buildings.Count(); index++) { 3548 BuildingClass * building = Buildings.Ptr(index); 3549 3550 if (building && !building->IsInLimbo && building->House == House) { 3551 int dist = Distance(building); 3552 if (*building == Class->Building) { 3553 dist /= 4; 3554 } 3555 if (bestdist == -1 || dist < bestdist) { 3556 bestdist = dist; 3557 bestcell = Coord_Cell(building->Center_Coord()); 3558 } 3559 } 3560 } 3561 3562 /* 3563 ** Return with the suitable location if one was found. 3564 */ 3565 if (bestdist != -1) { 3566 return(::As_Target(bestcell)); 3567 } 3568 3569 /* 3570 ** No good location was found. Just try to land here. 3571 */ 3572 return(::As_Target(Coord_Cell(Coord))); 3573 } 3574 3575 3576 /*********************************************************************************************** 3577 * AircraftClass::Set_Speed -- Sets the speed for the aircraft. * 3578 * * 3579 * This routine will set the speed for the aircraft. The speed is specified as a fraction * 3580 * of full speed. * 3581 * * 3582 * INPUT: speed -- The fixed point fractional speed setting. 0x00 is stopped, 0xFF is full * 3583 * speed. * 3584 * * 3585 * OUTPUT: none * 3586 * * 3587 * WARNINGS: none * 3588 * * 3589 * HISTORY: * 3590 * 06/19/1995 JLB : Created. * 3591 *=============================================================================================*/ 3592 void AircraftClass::Set_Speed(int speed) 3593 { 3594 assert(Aircraft.ID(this) == ID); 3595 assert(IsActive); 3596 3597 FootClass::Set_Speed(speed); 3598 3599 MPHType sp = MPHType(min(Class->MaxSpeed * SpeedBias * House->AirspeedBias, MPH_LIGHT_SPEED)); 3600 Fly_Speed(speed, sp); 3601 } 3602 3603 3604 /*********************************************************************************************** 3605 * AircraftClass::Fire_Direction -- Determines the direction of fire. * 3606 * * 3607 * This routine will determine what direction a projectile would take if it were fired * 3608 * from the aircraft. This is the direction that the aircraft's body is facing. * 3609 * * 3610 * INPUT: none * 3611 * * 3612 * OUTPUT: Returns with the direction of projectile fire. * 3613 * * 3614 * WARNINGS: none * 3615 * * 3616 * HISTORY: * 3617 * 06/19/1995 JLB : Created. * 3618 *=============================================================================================*/ 3619 DirType AircraftClass::Fire_Direction(void) const 3620 { 3621 assert(Aircraft.ID(this) == ID); 3622 assert(IsActive); 3623 3624 return(SecondaryFacing.Current()); 3625 } 3626 3627 3628 /*********************************************************************************************** 3629 * AircraftClass::~AircraftClass -- Destructor for aircraft object. * 3630 * * 3631 * This is the destructor for aircraft. It will limbo the aircraft if it isn't already * 3632 * and also removes the aircraft from any team it may be attached to. * 3633 * * 3634 * INPUT: none * 3635 * * 3636 * OUTPUT: none * 3637 * * 3638 * WARNINGS: none * 3639 * * 3640 * HISTORY: * 3641 * 06/24/1995 JLB : Created. * 3642 *=============================================================================================*/ 3643 AircraftClass::~AircraftClass(void) 3644 { 3645 if (GameActive && Class) { 3646 3647 /* 3648 ** Remove this member from any team it may be associated with. This must occur at the 3649 ** top most level of the inheritance hierarchy because it may call virtual functions. 3650 */ 3651 if (Team) { 3652 Team->Remove(this); 3653 Team = NULL; 3654 } 3655 3656 House->Tracking_Remove(this); 3657 3658 /* 3659 ** If there are any cargo members, delete them. 3660 */ 3661 while (Is_Something_Attached()) { 3662 delete Detach_Object(); 3663 } 3664 3665 AircraftClass::Limbo(); 3666 Class = 0; 3667 } 3668 ID = -1; 3669 } 3670 3671 3672 /*********************************************************************************************** 3673 * AircraftClass::Scatter -- Causes the aircraft to move away a bit. * 3674 * * 3675 * This routine will cause the aircraft to move away from its current location and then * 3676 * enter some idle mode. Typically this is called when the aircraft is attacked while on * 3677 * the ground. * 3678 * * 3679 * INPUT: none * 3680 * * 3681 * OUTPUT: none * 3682 * * 3683 * WARNINGS: none * 3684 * * 3685 * HISTORY: * 3686 * 07/08/1995 JLB : Created. * 3687 *=============================================================================================*/ 3688 void AircraftClass::Scatter(COORDINATE , bool, bool ) 3689 { 3690 assert(Aircraft.ID(this) == ID); 3691 assert(IsActive); 3692 3693 /* 3694 ** Certain missions prevent scattering regardless of whether it would be 3695 ** a good idea or not. 3696 */ 3697 if (!MissionControl[Mission].IsScatter) return; 3698 3699 /* 3700 ** Fixed wing aircraft never scatter. 3701 */ 3702 if (Class->IsFixedWing) return; 3703 3704 if (IsLanding || Height == 0) { 3705 IsLanding = false; 3706 IsTakingOff = true; 3707 } 3708 Enter_Idle_Mode(); 3709 } 3710 3711 3712 /*********************************************************************************************** 3713 * AircraftClass::Mission_Guard -- Handles aircraft in guard mode. * 3714 * * 3715 * Aircraft don't like to be in guard mode if in flight. If this situation is detected, * 3716 * then figure out what the aircraft should be doing and go do it. * 3717 * * 3718 * INPUT: none * 3719 * * 3720 * OUTPUT: Returns with the number of game frames to delay before calling this routine again. * 3721 * * 3722 * WARNINGS: This routine typically calls the normal guard logic for ground units. * 3723 * * 3724 * HISTORY: * 3725 * 07/18/1995 JLB : Created. * 3726 * 10/10/1995 JLB : Hunts for harvesters that are unescorted. * 3727 *=============================================================================================*/ 3728 int AircraftClass::Mission_Guard(void) 3729 { 3730 assert(Aircraft.ID(this) == ID); 3731 assert(IsActive); 3732 3733 if (Height == FLIGHT_LEVEL) { 3734 3735 /* 3736 ** If part of a team, then do nothing, since the team 3737 ** handler will take care of giving this aircraft a 3738 ** mission. 3739 */ 3740 if (Team) { 3741 if (Target_Legal(NavCom)) { 3742 Assign_Mission(MISSION_MOVE); 3743 } 3744 return(MissionControl[Mission].Normal_Delay()); 3745 } 3746 3747 if (Class->PrimaryWeapon == NULL) { 3748 Assign_Destination(::As_Target(Coord_Cell(Coord))); 3749 Assign_Mission(MISSION_MOVE); 3750 } else { 3751 if (!Team.Is_Valid()) Enter_Idle_Mode(); 3752 } 3753 return(1); 3754 } 3755 if (House->IsHuman) return(MissionControl[Mission].Normal_Delay()); 3756 3757 /* 3758 ** If the aircraft is very badly damaged, then it will search for a 3759 ** repair bay first. 3760 */ 3761 if (House->Available_Money() >= 100 && Health_Ratio() <= Rule.ConditionYellow) { 3762 if (!In_Radio_Contact() || 3763 (Height == 0 && 3764 (Contact_With_Whom()->What_Am_I() != RTTI_BUILDING || *((BuildingClass *)Contact_With_Whom()) != STRUCT_REPAIR))) { 3765 3766 3767 BuildingClass * building = Find_Docking_Bay(STRUCT_REPAIR, true); 3768 if (building != NULL) { 3769 Assign_Destination(building->As_Target()); 3770 Assign_Target(TARGET_NONE); 3771 Assign_Mission(MISSION_ENTER); 3772 return(1); 3773 } 3774 } 3775 } 3776 3777 /* 3778 ** If the aircraft cannot attack anything because of lack of ammo, 3779 ** abort any normal guard logic in order to look for a helipad 3780 ** to rearm. 3781 */ 3782 if (Ammo == 0 && Is_Weapon_Equipped()) { 3783 if (!In_Radio_Contact()) { 3784 BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false); 3785 #ifdef FIXIT_CARRIER // checked - ajw 9/28/98 3786 if (!Class->IsFixedWing) { 3787 int dist = 0x7FFFFFFF; 3788 if (building) dist=Distance(building); 3789 for (int index = 0; index < Vessels.Count(); index++) { 3790 VesselClass *ship = Vessels.Ptr(index); 3791 if (ship != NULL && *ship == VESSEL_CARRIER && !ship->IsInLimbo && ship->IsActive && ship->House == House && ship->How_Many() < ship->Class->Max_Passengers()) { 3792 if (Distance(ship) < dist || !building) { 3793 building = (BuildingClass *)ship; 3794 dist = Distance(ship); 3795 } 3796 // break; 3797 } 3798 } 3799 } 3800 #endif 3801 if (building != NULL) { 3802 Assign_Destination(building->As_Target()); 3803 Assign_Target(TARGET_NONE); 3804 Assign_Mission(MISSION_ENTER); 3805 return(1); 3806 } 3807 } 3808 } 3809 3810 /* 3811 ** If the aircraft already has a target, then attack it if possible. 3812 */ 3813 if (Target_Legal(TarCom)) { 3814 Assign_Mission(MISSION_ATTACK); 3815 return(1); 3816 } 3817 3818 /* 3819 ** Transport helicopters don't really do anything but just sit there. 3820 */ 3821 if (!Is_Weapon_Equipped()) { 3822 return(TICKS_PER_SECOND*3); 3823 } 3824 3825 /* 3826 ** Computer controlled helicopters will defend themselves by bouncing around 3827 ** and looking for a free helipad. 3828 */ 3829 if (Height == 0 && !In_Radio_Contact()) { 3830 Scatter(0, true); 3831 return(TICKS_PER_SECOND*3); 3832 } 3833 3834 /* 3835 ** Perform a special check to hunt for harvesters that are outside of the protective 3836 ** shield of their base. 3837 */ 3838 if (House->State != STATE_ATTACKED) { 3839 TARGET target = House->Find_Juicy_Target(Coord); 3840 3841 if (Target_Legal(target)) { 3842 Assign_Target(target); 3843 Assign_Mission(MISSION_ATTACK); 3844 } 3845 } 3846 3847 return(FootClass::Mission_Guard()); 3848 } 3849 3850 3851 /*********************************************************************************************** 3852 * AircraftClass::Mission_Guard_Area -- Handles the aircraft guard area logic. * 3853 * * 3854 * This routine handles area guard logic for aircraft. Aircraft require special handling * 3855 * for this mode since they are to guard area only if they are in a position to do so. * 3856 * Otherwise they just defend themselves. * 3857 * * 3858 * INPUT: none * 3859 * * 3860 * OUTPUT: Returns with the number of game frames to delay before calling this routine * 3861 * again. * 3862 * * 3863 * WARNINGS: none * 3864 * * 3865 * HISTORY: * 3866 * 08/10/1995 JLB : Created. * 3867 *=============================================================================================*/ 3868 int AircraftClass::Mission_Guard_Area(void) 3869 { 3870 assert(Aircraft.ID(this) == ID); 3871 assert(IsActive); 3872 3873 if (Height == FLIGHT_LEVEL) { 3874 if (!Team.Is_Valid()) Enter_Idle_Mode(); 3875 return(1); 3876 } 3877 if (House->IsHuman) return(TICKS_PER_SECOND); 3878 3879 if (Height == 0 && !In_Radio_Contact()) { 3880 Scatter(0, true); 3881 return(TICKS_PER_SECOND*3); 3882 } 3883 3884 if (Target_Legal(TarCom)) { 3885 Assign_Mission(MISSION_ATTACK); 3886 return(1); 3887 } 3888 return(FootClass::Mission_Guard_Area()); 3889 } 3890 3891 3892 /*********************************************************************************************** 3893 * AircraftClass::Response_Attack -- Gives audio response to attack order. * 3894 * * 3895 * This routine is used to give an audio response to an attack order. * 3896 * * 3897 * INPUT: none * 3898 * * 3899 * OUTPUT: none * 3900 * * 3901 * WARNINGS: none * 3902 * * 3903 * HISTORY: * 3904 * 08/10/1995 JLB : Created. * 3905 *=============================================================================================*/ 3906 void AircraftClass::Response_Attack(void) 3907 { 3908 assert(Aircraft.ID(this) == ID); 3909 assert(IsActive); 3910 3911 static VocType _response[] = { 3912 VOC_AFFIRM, 3913 VOC_ACKNOWL 3914 }; 3915 VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; 3916 if (AllowVoice) { 3917 Sound_Effect(response, fixed(1), -(ID+1)); 3918 } 3919 } 3920 3921 3922 /*********************************************************************************************** 3923 * AircraftClass::Response_Move -- Gives audio response to move request. * 3924 * * 3925 * This routine is used to give an audio response to movement orders. * 3926 * * 3927 * INPUT: none * 3928 * * 3929 * OUTPUT: none * 3930 * * 3931 * WARNINGS: none * 3932 * * 3933 * HISTORY: * 3934 * 08/10/1995 JLB : Created. * 3935 *=============================================================================================*/ 3936 void AircraftClass::Response_Move(void) 3937 { 3938 assert(Aircraft.ID(this) == ID); 3939 assert(IsActive); 3940 3941 static VocType _response[] = { 3942 VOC_ACKNOWL, 3943 VOC_AFFIRM 3944 }; 3945 VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; 3946 if (AllowVoice) { 3947 Sound_Effect(response, fixed(1), -(ID+1)); 3948 } 3949 } 3950 3951 3952 /*********************************************************************************************** 3953 * AircraftClass::Response_Select -- Gives audio response when selected. * 3954 * * 3955 * This routine is called when an audio response for selection is desired. * 3956 * * 3957 * INPUT: none * 3958 * * 3959 * OUTPUT: none * 3960 * * 3961 * WARNINGS: none * 3962 * * 3963 * HISTORY: * 3964 * 08/10/1995 JLB : Created. * 3965 *=============================================================================================*/ 3966 void AircraftClass::Response_Select(void) 3967 { 3968 assert(Aircraft.ID(this) == ID); 3969 assert(IsActive); 3970 3971 static VocType _response[] = { 3972 VOC_VEHIC, 3973 VOC_REPORT, 3974 VOC_YESSIR, 3975 VOC_YESSIR, 3976 VOC_YESSIR, 3977 VOC_AWAIT 3978 }; 3979 VocType response = _response[Sim_Random_Pick(0, ARRAY_SIZE(_response)-1)]; 3980 if (AllowVoice) { 3981 Sound_Effect(response, fixed(1), -(ID+1)); 3982 } 3983 } 3984 3985 3986 /*********************************************************************************************** 3987 * AircraftClass::Can_Fire -- Checks to see if the aircraft can fire. * 3988 * * 3989 * This routine is used to determine if the aircraft can fire its weapon at the target * 3990 * specified. If it cannot, then the reason why is returned. * 3991 * * 3992 * INPUT: target -- The target that the aircraft might fire upon. * 3993 * * 3994 * which -- The weapon that will be used to fire. * 3995 * * 3996 * OUTPUT: Returns with the reason why it can't fire or with FIRE_OK. * 3997 * * 3998 * WARNINGS: none * 3999 * * 4000 * HISTORY: * 4001 * 03/05/1996 JLB : Created. * 4002 * 07/11/1996 JLB : Fixed for camera carrying aircraft. * 4003 *=============================================================================================*/ 4004 FireErrorType AircraftClass::Can_Fire(TARGET target, int which) const 4005 { 4006 assert(Aircraft.ID(this) == ID); 4007 assert(IsActive); 4008 4009 if (Passenger && !Is_Something_Attached()) { 4010 return(FIRE_AMMO); 4011 } 4012 4013 bool camera = (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->IsCamera); 4014 bool fudge = (Passenger || (Class->PrimaryWeapon != NULL && Class->PrimaryWeapon->Bullet != NULL && Class->PrimaryWeapon->Bullet->IsParachuted)); 4015 4016 if (fudge && !camera && !Ammo && !Passenger) { 4017 return(FIRE_AMMO); 4018 } 4019 4020 /* 4021 ** Passenger aircraft that wish to 'fire' actually are requesting to 4022 ** paradrop or 'throw out' the cargo. This is always allowed if the terrain under the 4023 ** aircraft is generally clear. 4024 */ 4025 if (camera || (fudge && Passenger && Is_Something_Attached())) { 4026 if (Arm != 0) return(FIRE_REARM); 4027 4028 if (Distance(target) < (camera ? 0x0380 : 0x0200) && Map.In_Radar(Coord_Cell(Center_Coord()))) { 4029 // if (Distance(target) < (camera ? 0x0380 : 0x0280) && Map.In_Radar(Coord_Cell(Center_Coord()))) { 4030 return(FIRE_OK); 4031 } 4032 return(FIRE_RANGE); 4033 } 4034 4035 FireErrorType canfire = FootClass::Can_Fire(target, which); 4036 4037 if (canfire == FIRE_OK) { 4038 4039 /* 4040 ** Double check to make sure that the facing is roughly toward 4041 ** the target. If the difference is too great, then firing is 4042 ** temporarily postponed. 4043 */ 4044 if (Class->IsFixedWing) { 4045 4046 int diff = PrimaryFacing.Difference(Direction(TarCom)); 4047 if (ABS(diff) > (fudge ? 16 : 8)) { 4048 return(FIRE_FACING); 4049 } 4050 } 4051 } 4052 return(canfire); 4053 } 4054 4055 4056 /*********************************************************************************************** 4057 * AircraftClass::Landing_Takeoff_AI -- Handle aircraft take off and landing processing. * 4058 * * 4059 * This routine handles the tricky maneuver of taking off and landing. The process of * 4060 * landing is not entirely safe and thus the aircraft may be destroyed as a consequence. * 4061 * * 4062 * INPUT: none * 4063 * * 4064 * OUTPUT: bool; Was the aircraft destroyed by this process? * 4065 * * 4066 * WARNINGS: Only call this routine once per aircraft per game logic loop. Be sure to * 4067 * examine the return value and if true, abort all further processing of this * 4068 * aircraft since it is now dead. * 4069 * * 4070 * HISTORY: * 4071 * 07/29/1996 JLB : Created. * 4072 *=============================================================================================*/ 4073 bool AircraftClass::Landing_Takeoff_AI(void) 4074 { 4075 /* 4076 ** Handle landing and taking off logic. Helicopters are prime users of this technique. The 4077 ** aircraft will either gain or lose altitude as appropriate. As the aircraft transitions 4078 ** between flying level and ground level, it will be moved into the appropriate render 4079 ** layer. 4080 */ 4081 if (Is_Door_Closed() && (IsLanding || IsTakingOff)) { 4082 LayerType layer = In_Which_Layer(); 4083 4084 if (IsLanding) { 4085 Mark(MARK_UP); 4086 if (Height) Height -= Pixel_To_Lepton(1); 4087 if (Height <= 0) { 4088 Height = 0; 4089 IsLanding = false; 4090 Set_Speed(0); 4091 4092 /* 4093 ** If the NavCom now equals the destination, then clear out the NavCom. 4094 */ 4095 if (Coord_Cell(Center_Coord()) == As_Cell(NavCom)) { 4096 Assign_Destination(TARGET_NONE); 4097 } 4098 4099 /* 4100 ** If a fixed-wing aircraft just landed on the ground, blow him up 4101 */ 4102 if (Class->IsFixedWing && Mission != MISSION_ENTER) { 4103 Strength = 1; 4104 4105 int damage = Strength; 4106 Map.Remove(this, layer); 4107 Take_Damage(damage, 0, WARHEAD_AP, 0, true); 4108 return(true); 4109 } 4110 4111 if (Target_Legal(NavCom) && As_Techno(NavCom) == Contact_With_Whom()) { 4112 if (In_Radio_Contact() && Transmit_Message(RADIO_IM_IN) != RADIO_ROGER) { 4113 Scatter(0, true); 4114 } 4115 } 4116 } 4117 Mark(MARK_DOWN); 4118 } 4119 if (IsTakingOff) { 4120 Mark(MARK_UP); 4121 // Map.Remove(this, layer); 4122 Height += Pixel_To_Lepton(1); 4123 if (Height >= FLIGHT_LEVEL) { 4124 Height = FLIGHT_LEVEL; 4125 IsTakingOff = false; 4126 } 4127 // Map.Submit(this, In_Which_Layer()); 4128 Mark(MARK_DOWN); 4129 } 4130 4131 /* 4132 ** Make adjustments for altitude by moving from one layer to another as 4133 ** necessary. 4134 */ 4135 if (layer != In_Which_Layer()) { 4136 4137 /* 4138 ** When the aircraft is about to enter the ground layer, perform on last 4139 ** check to see if it is legal to enter that location. If not, then 4140 ** start the take off process. Let the normal logic handle this 4141 ** change of plans. 4142 */ 4143 bool ok = true; 4144 if (In_Which_Layer() == LAYER_GROUND && !IsTakingOff && !Class->IsFixedWing) { 4145 if (!Is_LZ_Clear(::As_Target(Coord_Cell(Coord)))) { 4146 IsTakingOff = true; 4147 Mark(MARK_UP); 4148 Height += Pixel_To_Lepton(1); 4149 Mark(MARK_DOWN); 4150 ok = false; 4151 } 4152 } 4153 4154 if (ok) { 4155 4156 Map.Remove(this, layer); 4157 Map.Submit(this, In_Which_Layer()); 4158 4159 /* 4160 ** When the aircraft is close to the ground, it should exist as a ground object. 4161 ** This aspect is controlled by the Place_Down and Pick_Up functions. 4162 */ 4163 if (In_Which_Layer() == LAYER_GROUND) { 4164 Assign_Destination(TARGET_NONE); // Clear the navcom. 4165 Transmit_Message(RADIO_TETHER); 4166 Look(); 4167 // Map.Sight_From(Coord_Cell(Coord), 1, House, false); 4168 } else { 4169 Transmit_Message(RADIO_UNTETHER); 4170 4171 /* 4172 ** If the navigation computer is not attached to the object this 4173 ** aircraft is in radio contact with, then assume that radio 4174 ** contact is now superfluous. Break radio contact. 4175 */ 4176 if (In_Radio_Contact() && Target_Legal(NavCom) && NavCom != Contact_With_Whom()->As_Target()) { 4177 Transmit_Message(RADIO_OVER_OUT); 4178 } 4179 } 4180 } 4181 } 4182 } 4183 return(false); 4184 } 4185 4186 4187 /*********************************************************************************************** 4188 * AircraftClass::Edge_Of_World_AI -- Detect if aircraft has exited the map. * 4189 * * 4190 * Certain aircraft will be eliminated when they leave the edge of the world presumably * 4191 * after completing their mission. An exception is for aircraft that have been newly * 4192 * created as reinforcements and have not yet completed their mission. * 4193 * * 4194 * INPUT: none * 4195 * * 4196 * OUTPUT: bool; Was the aircraft deleted by this routine? * 4197 * * 4198 * WARNINGS: Be sure to call this routine only once per aircraft per game logic loop. If * 4199 * the return value is true, then abort any further processing of this aircraft * 4200 * since it has been eliminated. * 4201 * * 4202 * HISTORY: * 4203 * 07/29/1996 JLB : Created. * 4204 *=============================================================================================*/ 4205 bool AircraftClass::Edge_Of_World_AI(void) 4206 { 4207 if (!Map.In_Radar(Coord_Cell(Coord))) { 4208 if (Mission == MISSION_RETREAT /*|| (*this == AIRCRAFT_CARGO && !Is_Something_Attached())*/) { 4209 4210 /* 4211 ** Check to see if there are any civilians aboard. If so, then flag the house 4212 ** that the civilian evacuation trigger event has been fulfilled. 4213 */ 4214 while (Is_Something_Attached()) { 4215 FootClass * obj = Detach_Object(); 4216 4217 /* 4218 ** Flag the owning house that civ evacuation has occurred. 4219 */ 4220 if (_Counts_As_Civ_Evac(obj)) { 4221 obj->House->IsCivEvacuated = true; 4222 } 4223 4224 if (obj->Team.Is_Valid()) obj->Team->IsLeaveMap = true; 4225 4226 #ifdef OLD 4227 /* 4228 ** Transport planes that leave can only be because they carry purchased 4229 ** equipment and must be have their cost refunded. 4230 */ 4231 if (*this == AIRCRAFT_CARGO) { 4232 House->Refund_Money(obj->Class_Of().Cost_Of()); 4233 } 4234 #endif 4235 delete obj; 4236 } 4237 if (Team.Is_Valid()) { 4238 Team->IsLeaveMap = true; 4239 } 4240 Stun(); 4241 delete this; 4242 return(true); 4243 } 4244 } else { 4245 IsLocked = true; 4246 } 4247 return(false); 4248 } 4249 4250 4251 /*********************************************************************************************** 4252 * AircraftClass::Movement_AI -- Handles aircraft physical movement logic. * 4253 * * 4254 * This routine manages the aircraft movement across the map. If any movement occurred, the * 4255 * aircraft will be flagged to be redrawn. * 4256 * * 4257 * INPUT: none * 4258 * * 4259 * OUTPUT: none * 4260 * * 4261 * WARNINGS: Only call this routine once per aircraft per game logic loop. * 4262 * * 4263 * HISTORY: * 4264 * 07/29/1996 JLB : Created. * 4265 *=============================================================================================*/ 4266 void AircraftClass::Movement_AI(void) 4267 { 4268 /* 4269 ** If for some strange reason, there is a valid NavCom, but this aircraft is not 4270 ** in a movement order, then give it a movement order. 4271 */ 4272 if (Target_Legal(NavCom) && Mission == MISSION_GUARD && MissionQueue == MISSION_NONE) { 4273 Assign_Mission(MISSION_MOVE); 4274 } 4275 4276 if (Speed != 0) { 4277 if (In_Which_Layer() == LAYER_GROUND) { 4278 Mark(MARK_UP); 4279 Physics(Coord, PrimaryFacing); 4280 Mark(MARK_DOWN); 4281 } else { 4282 Mark(MARK_CHANGE_REDRAW); 4283 if (Physics(Coord, PrimaryFacing) != RESULT_NONE) { 4284 Mark(MARK_CHANGE_REDRAW); 4285 } 4286 } 4287 } 4288 } 4289 4290 4291 /*********************************************************************************************** 4292 * AircraftClass::Rotation_AI -- Handle aircraft body and flight rotation. * 4293 * * 4294 * This will process the aircraft visible body and flight model rotation operations. If * 4295 * any rotation occurred, the aircraft will be flagged to be redrawn. * 4296 * * 4297 * INPUT: none * 4298 * * 4299 * OUTPUT: none * 4300 * * 4301 * WARNINGS: Only call this routine once per aircraft per game logic loop. * 4302 * * 4303 * HISTORY: * 4304 * 07/29/1996 JLB : Created. * 4305 *=============================================================================================*/ 4306 void AircraftClass::Rotation_AI(void) 4307 { 4308 if (PrimaryFacing.Is_Rotating()) { 4309 Mark(MARK_CHANGE_REDRAW); 4310 if (PrimaryFacing.Rotation_Adjust(Class->ROT)) { 4311 Mark(MARK_CHANGE_REDRAW); 4312 } 4313 } 4314 if (Class->IsFixedWing) { 4315 SecondaryFacing = PrimaryFacing; 4316 } 4317 if (SecondaryFacing.Is_Rotating()) { 4318 Mark(MARK_CHANGE_REDRAW); 4319 if (SecondaryFacing.Rotation_Adjust(Class->ROT)) { 4320 Mark(MARK_CHANGE_REDRAW); 4321 } 4322 } 4323 } 4324 4325 4326 /*********************************************************************************************** 4327 * AircraftClass::Per_Cell_Process -- Handle the aircraft per cell process. * 4328 * * 4329 * This is a seldom used function since its only purpose is to be called when an aircraft * 4330 * lands on the ground. * 4331 * * 4332 * INPUT: why -- Why was this per cell process function called. * 4333 * * 4334 * OUTPUT: none * 4335 * * 4336 * WARNINGS: none * 4337 * * 4338 * HISTORY: * 4339 * 09/15/1996 JLB : Created. * 4340 *=============================================================================================*/ 4341 void AircraftClass::Per_Cell_Process(PCPType why) 4342 { 4343 BStart(BENCH_PCP); 4344 FootClass::Per_Cell_Process(why); 4345 BEnd(BENCH_PCP); 4346 } 4347 4348 4349 /*********************************************************************************************** 4350 * AircraftClass::Assign_Destination -- Assigns movement destination to the object. * 4351 * * 4352 * This routine is called when the object needs to have a new movement destination * 4353 * assigned. Aircraft have their own version of this routine because a fixed-wing plane * 4354 * trying to land will behave poorly if given a new destinatio while it's landing. * * 4355 * * 4356 * INPUT: destination -- The destination to assign to this object. * 4357 * * 4358 * OUTPUT: none * 4359 * * 4360 * WARNINGS: none * 4361 * * 4362 * HISTORY: * 4363 * 07/24/1995 JLB : Created. * 4364 *=============================================================================================*/ 4365 void AircraftClass::Assign_Destination(TARGET dest) 4366 { 4367 assert(IsActive); 4368 if (dest == NavCom) return; 4369 4370 if (Target_Legal(dest) && Class->IsFixedWing && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) { 4371 // if (Target_Legal(dest) /*&& Class->IsFixedWing*/ && (IsLanding || (Target_Legal(NavCom) && dest != NavCom))) { 4372 4373 // if (Class->IsFixedWing || As_Cell(dest) != Coord_Cell(Center_Coord())) { 4374 Process_Take_Off(); 4375 Status = 0; 4376 // } 4377 } 4378 FootClass::Assign_Destination(dest); 4379 } 4380 4381 4382 /*********************************************************************************************** 4383 * AircraftClass::In_Which_Layer -- Calculates the display layer of the aircraft. * 4384 * * 4385 * This examines the aircraft to determine what display layer it should be located * 4386 * in. Fixed wing aircraft must always be in the top layer if they are flying even though * 4387 * they may be low to the ground. * 4388 * * 4389 * INPUT: none * 4390 * * 4391 * OUTPUT: Returns with the layer that this aircraft resides in. * 4392 * * 4393 * WARNINGS: none * 4394 * * 4395 * HISTORY: * 4396 * 10/20/1996 JLB : Created. * 4397 *=============================================================================================*/ 4398 LayerType AircraftClass::In_Which_Layer(void) const 4399 { 4400 if (Class->IsFixedWing && Height > 0) { 4401 return(LAYER_TOP); 4402 } 4403 return(FootClass::In_Which_Layer()); 4404 } 4405 4406 4407 /*********************************************************************************************** 4408 * AircraftClass::Look -- Aircraft will look if they are on the ground always. * 4409 * * 4410 * Aircraft perform a look operation according to their sight range. If the aircraft is * 4411 * on the ground, then it will look a distance of one cell regardless of what its * 4412 * specified sight range is. * 4413 * * 4414 * INPUT: incremental -- Is this an incremental look? * 4415 * * 4416 * OUTPUT: none * 4417 * * 4418 * WARNINGS: none * 4419 * * 4420 * HISTORY: * 4421 * 10/23/1996 JLB : Created. * 4422 *=============================================================================================*/ 4423 void AircraftClass::Look(bool incremental) 4424 { 4425 assert(IsActive); 4426 assert(!IsInLimbo); 4427 4428 int sight_range = Techno_Type_Class()->SightRange; 4429 if (Height == 0) { 4430 sight_range = 1; 4431 } 4432 4433 if (sight_range) { 4434 Map.Sight_From(Coord_Cell(Coord), sight_range, House, incremental); 4435 } 4436 } 4437 4438 unsigned AircraftClass::Spied_By() const 4439 { 4440 unsigned spiedby = FootClass::Spied_By(); 4441 4442 /* 4443 ** Aircraft inherit the spied by flags of the helipad they've landed on 4444 */ 4445 BuildingClass* building = Map[Coord].Cell_Building(); 4446 if ((Height == 0) && In_Radio_Contact() && (building == Contact_With_Whom())) { 4447 spiedby |= building->Spied_By(); 4448 } 4449 4450 return spiedby; 4451 }