// Unit within operation area, needs to take it's Waypoint's action // This currently is only called if this waypoint has a flag set WayPoint DoWPAction (TaskForce tf, WayPoint w) { WayPoint cw; if (!w || !tf) return NULL; // Check Actions /* int action = w->GetWPAction(); switch (action) { case WP_NOTHING: default: break; } */ // Check Flags if (w->GetWPFlags() & WPF_REPEAT) { // Check if we've been here long enough if (Camp_GetCurrentTime() > w->GetWPDepartureTime()) { // If so, go on to the next wp (adjust their times from now) tf->AdjustWayPoints(); } else { // If not, restore previous WP and readjust times cw = w->GetPrevWP(); tf->SetCurrentUnitWP(cw); tf->AdjustWayPoints(); return cw; } } return NULL; }
int TaskForceClass::MoveUnit (CampaignTime time) { GridIndex x = 0, y = 0; GridIndex nx = 0, ny = 0; GridIndex ox = 0, oy = 0; WayPoint w = NULL, ow = NULL; Objective o = NULL; int moving = 1; CampaignHeading h = 0; // RV - Biker // Naval units now have three modes: // (a) Sit still in harbor // (b) Do a 20 km track (repeating waypoints) // (c) Followy WPs GetLocation(&x,&y); w = ResetCurrentWP(this); FindNearestUnit(x, y, NULL); // Check for mode a o = FindNearestObjective(x, y, NULL, 1); // RV - Biker - If we are in port and have no WPs do nothing if (o && o->GetType() == TYPE_PORT && !w) { return TRUE; } // If not in port and no WPs... create a repeating path 20 km north and back if (!w) { DisposeWayPoints(); w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + (rand()%15), 0, 0); w->SetWPFlags(WPF_REPEAT); // This should prevent naval units to run into ground if (GetCover(x, y+20) == Water) { w = AddUnitWP(x, y+20, 0, 60, TheCampaign.CurrentTime + (15+(rand()%15))*CampaignMinutes, 0, 0); } else { w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + 15*CampaignMinutes, 0, 0); } w->SetWPFlags(WPF_REPEAT); w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + (30+(rand()%15))*CampaignMinutes, 0xffffffff, 0); w->SetWPFlags(WPF_REPEAT); SetCurrentWaypoint (1); w = GetCurrentUnitWP(); } w->GetWPLocation(&nx, &ny); // RV - Biker - Wait for departure if (Camp_GetCurrentTime() < w->GetWPDepartureTime()) { SetUnitLastMove(Camp_GetCurrentTime()); return 0; } // Move, if we're not at destination if (x!=nx || y!=ny) { if (w) ow = w->GetPrevWP(); if (ow) ow->GetWPLocation(&ox, &oy); else GetLocation(&ox, &oy); while (moving) { h = DirectionTo(ox, oy, nx, ny, x, y); if (h > 7) { moving = 0; h = Here; } // This is kinda hacky - basically, limit change in direction to 45 deg per move if (h > last_direction) { if (h - last_direction < 5) h = (last_direction+1) & 0x07; else h = (last_direction+7) & 0x07; } else if (h < last_direction) { if (last_direction - h < 5) h = (last_direction+7) & 0x07; else h = (last_direction+1) & 0x07; } //this moves the unit if (ChangeUnitLocation(h) > 0) { last_direction = h; } else { moving = 0; } // Now do combat if (GetCombatTime() > CombatTime()) { DoCombat(); } } } return 0; }