// 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;
}