September 24th Hotfix

Fixed some problematic harvester behavior
Implemented 10% build time reduction for Turkey
Neutral structures are capturable in multiplayer again (except for STRUCT_V01)
Other misc. fixes
This commit is contained in:
PG-SteveT 2020-09-24 10:20:58 -07:00
parent fd05be35c1
commit 7d496e8a63
40 changed files with 226 additions and 264 deletions

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@ -532,9 +532,35 @@ namespace MobiusEditor.Utility
{
var converter = propertyDescriptors.Find(property.Name, false)?.Converter ?? TypeDescriptor.GetConverter(property.PropertyType);
if (converter.CanConvertFrom(context, typeof(string)))
{
try
{
property.SetValue(data, converter.ConvertFromString(context, section[property.Name]));
}
catch (FormatException)
{
if (property.PropertyType == typeof(bool))
{
var value = section[property.Name].ToLower();
if (value == "no")
{
property.SetValue(data, false);
}
else if (value == "yes")
{
property.SetValue(data, true);
}
else
{
throw;
}
}
else
{
throw;
}
}
}
}
}
}

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@ -615,7 +615,7 @@ IsTheaterShape = false;
** Check for a virtual animation
*/
if (Class->VirtualAnim != ANIM_NONE) {
AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, 0, timedelay, loop);
AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop);
if (virtual_anim != NULL) {
virtual_anim->Make_Invisible();
VirtualAnimTarget = virtual_anim->As_Target();

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@ -3463,7 +3463,9 @@ bool BuildingClass::Can_Capture(void) const
// Only allow capturing of multiplayer-owned structures
if (Session.Type != GAME_NORMAL) {
can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI8;
if (*this == STRUCT_V01) { // Check to fix exploit in specific map 'Tournament Ore Rift'
can_capture = false;
}
}
return(can_capture);

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@ -428,7 +428,7 @@ dxisbig:
#if (0)
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#131 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#138 $
;***************************************************************************
;** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
;***************************************************************************

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@ -6495,6 +6495,17 @@ int TechnoTypeClass::Time_To_Build(HousesType house) const
time *= hptr->BuildSpeedBias;
}
else {
/*
** New feature - Turkey has a 10% build speed bonus even though it isn't specified in the rules
*/
if (hptr->ActLike == HOUSE_TURKEY) {
if (hptr->BuildSpeedBias == fixed(1)) {
time *= 9;
time /= 10;
}
}
if (What_Am_I() == RTTI_BUILDINGTYPE || What_Am_I() == RTTI_INFANTRYTYPE) {
time *= hptr->BuildSpeedBias;
}

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@ -441,20 +441,6 @@ void UnitClass::AI(void)
IsHarvesting = false;
}
/*
** Clear the unload refinery if not haresting or entering a refinery.
*/
if (Class->IsToHarvest) {
if (Mission != MISSION_HARVEST) {
if (Mission != MISSION_ENTER ||
!In_Radio_Contact() ||
Contact_With_Whom()->What_Am_I() != RTTI_BUILDING ||
*((BuildingClass*)Contact_With_Whom()) != STRUCT_REFINERY) {
TiberiumUnloadRefinery = TARGET_NONE;
}
}
}
/*
** Handle combat logic for this unit. It will determine if it has a target and
** if so, if conditions are favorable for firing. When conditions permit, the
@ -926,6 +912,22 @@ RadioMessageType UnitClass::Receive_Message(RadioClass * from, RadioMessageType
}
break;
/*
** Something bad has happened to the object in contact with. Abort any coordinated
** activity with this object. Basically, ... run away! Run away!
*/
case RADIO_RUN_AWAY:
if (Class->IsToHarvest && In_Radio_Contact() && Mission == MISSION_ENTER) {
TechnoClass * contact = Contact_With_Whom();
if (contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) == STRUCT_REFINERY) {
// Slight hack; set a target so the harvest mission knows to skip to finding home state
Assign_Mission(MISSION_HARVEST);
TarCom = As_Target();
return(RADIO_ROGER);
}
}
return(DriveClass::Receive_Message(from, message, param));
/*
** When this message is received, it means that the other object
** has already turned its radio off. Turn this radio off as well.
@ -2926,7 +2928,6 @@ int UnitClass::Mission_Harvest(void)
/*
** Look for ore where we last found some - mine the same patch
*/
TiberiumUnloadRefinery = TARGET_NONE;
if (Target_Legal(ArchiveTarget)) {
Assign_Destination(ArchiveTarget);
ArchiveTarget = 0;
@ -3008,17 +3009,24 @@ int UnitClass::Mission_Harvest(void)
if (!Target_Legal(NavCom)) {
/*
** Find nearby refinery and head to it.
** Find best refinery.
*/
BuildingClass * nearest = Find_Best_Refinery();
if (nearest != NULL) {
TiberiumUnloadRefinery = nearest->As_Target();
if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
/*
** Since the refinery said it was ok to load, establish radio
** contact with the refinery and then await docking orders.
*/
if (nearest != NULL && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Status = HEADINGHOME;
if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
Speak(VOX_NEED_MO_CAPACITY);
}
} else {
ScenarioInit++;
nearest = Find_Best_Refinery();
ScenarioInit--;
if (nearest != NULL) {
Assign_Destination(::As_Target(Nearby_Location(nearest)));
}
}
@ -3039,7 +3047,6 @@ int UnitClass::Mission_Harvest(void)
** no where to go.
*/
case GOINGTOIDLE:
TiberiumUnloadRefinery = TARGET_NONE;
if (IsUseless) {
if (House->ActiveBScan & STRUCTF_REPAIR) {
Assign_Mission(MISSION_REPAIR);
@ -3822,6 +3829,27 @@ int UnitClass::Mission_Move(void)
}
int UnitClass::Mission_Enter(void)
{
assert(Units.ID(this) == ID);
assert(IsActive);
if (Class->IsToHarvest) {
TechnoClass * contact = Contact_With_Whom();
if (contact == NULL) {
contact = As_Techno(ArchiveTarget);
}
if (contact != NULL &&
contact->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass*)contact) == STRUCT_REFINERY) {
TiberiumUnloadRefinery = contact->As_Target();
}
}
return(DriveClass::Mission_Enter());
}
/***********************************************************************************************
* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
* *
@ -4413,100 +4441,29 @@ fixed UnitClass::Tiberium_Load(void) const
}
BuildingClass* UnitClass::Tiberium_Unload_Refinery(void) const
{
return Target_Legal(TiberiumUnloadRefinery) ? As_Building(TiberiumUnloadRefinery) : NULL;
}
struct RefineryData
{
BuildingClass* Refinery;
int Distance;
int Harvesters;
};
static bool operator==(const RefineryData& lhs, const RefineryData& rhs)
{
return lhs.Refinery == rhs.Refinery;
}
static bool operator!=(const RefineryData& lhs, const RefineryData& rhs)
{
return !(lhs == rhs);
}
static int _refinery_compare(const void * left, const void * right)
{
const RefineryData& lhs = *reinterpret_cast<const RefineryData*>(left);
const RefineryData& rhs = *reinterpret_cast<const RefineryData*>(right);
if (lhs.Distance < rhs.Distance) {
return -1;
} else if (rhs.Distance < lhs.Distance) {
return 1;
}
return 0;
}
BuildingClass* UnitClass::Find_Best_Refinery(void) const
{
static DynamicVectorClass<RefineryData> _refineries;
_refineries.Clear();
for (int i = 0; i < Buildings.Count(); ++i) {
BuildingClass* refinery = Buildings.Ptr(i);
/*
** Remember our last refinery and prefer that one, if still available and valid.
*/
if (Target_Legal(TiberiumUnloadRefinery)) {
BuildingClass * refinery = As_Building(TiberiumUnloadRefinery);
if (refinery != NULL &&
refinery->House == House &&
!refinery->IsInLimbo &&
refinery->Mission != MISSION_DECONSTRUCTION &&
*refinery == STRUCT_REFINERY &&
Map[refinery->Center_Coord()].Zones[Techno_Type_Class()->MZone] == Map[Center_Coord()].Zones[Techno_Type_Class()->MZone]) {
_refineries.Add(RefineryData{ refinery, Distance(refinery), 0 });
}
}
// Base case for zero or one refineries.
if (_refineries.Count() == 0) {
return NULL;
} else if (_refineries.Count() == 1) {
return _refineries[0].Refinery;
}
// Count harvesters going to each refinery as well as the total.
int num_harvesters = 0;
for (int i = 0; i < Units.Count(); ++i) {
UnitClass* unit = Units.Ptr(i);
if (unit->IsActive && Class->IsToHarvest && unit->House == House) {
BuildingClass* refinery = unit->Tiberium_Unload_Refinery();
if (refinery != NULL) {
int index = _refineries.ID(RefineryData{ refinery });
assert(index >= 0);
_refineries[index].Harvesters++;
num_harvesters++;
}
}
}
// Sort by distance (special case for 2 refineries as that's a single swap).
if (_refineries.Count() == 2) {
if (_refineries[0].Distance > _refineries[1].Distance) {
RefineryData temp = _refineries[0];
_refineries[0] = _refineries[1];
_refineries[1] = temp;
}
return refinery;
} else {
qsort(&_refineries[0], _refineries.Count(), sizeof(RefineryData), _refinery_compare);
}
// Evenly distribute harvesters among refineries.
int harvesters_per_refinery = (num_harvesters + _refineries.Count() - 1) / _refineries.Count();
for (int i = 0; i < _refineries.Count(); ++i) {
if (_refineries[i].Harvesters < harvesters_per_refinery) {
return _refineries[i].Refinery;
TiberiumUnloadRefinery = TARGET_NONE;
}
}
// Fall back on closest refinery
return _refineries[0].Refinery;
/*
** Find nearby refinery and head to it?
*/
return Find_Docking_Bay(STRUCT_REFINERY, false);
}

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@ -114,7 +114,7 @@ class UnitClass : public DriveClass
/*
** This is the refinery a harvester is interested in unloading at.
*/
TARGET TiberiumUnloadRefinery;
mutable TARGET TiberiumUnloadRefinery;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
@ -166,7 +166,6 @@ class UnitClass : public DriveClass
virtual bool Ok_To_Move(DirType facing) const;
virtual FireErrorType Can_Fire(TARGET target, int which) const;
virtual fixed Tiberium_Load(void) const;
virtual BuildingClass* Tiberium_Unload_Refinery(void) const;
virtual BuildingClass* Find_Best_Refinery(void) const;
/*
@ -223,6 +222,7 @@ class UnitClass : public DriveClass
virtual int Mission_Hunt(void);
virtual int Mission_Repair(void);
virtual int Mission_Move(void);
virtual int Mission_Enter(void);
void Rotation_AI(void);
void Firing_AI(void);
void Reload_AI(void);

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@ -4842,7 +4842,7 @@ extern "C" int __cdecl Confine_Rect ( int * x , int * y , int w , int h , int wi
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/WIN32LIB/DrawMisc.cpp#131 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/WIN32LIB/DrawMisc.cpp#138 $
;***************************************************************************
;** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
;***************************************************************************

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@ -1898,6 +1898,12 @@ void AircraftClass::Enter_Idle_Mode(bool )
mission = MISSION_RETREAT;
} else {
/*
** Continue with the current helipad if there is one.
*/
if (!In_Radio_Contact() ||
Contact_With_Whom()->What_Am_I() != RTTI_BUILDING ||
*((BuildingClass*)Contact_With_Whom()) != STRUCT_HELIPAD) {
/*
** Normal aircraft try to find a good landing spot to rest.
*/
@ -1909,6 +1915,9 @@ void AircraftClass::Enter_Idle_Mode(bool )
Assign_Destination(Good_LZ());
mission = MISSION_MOVE;
}
} else {
mission = MISSION_ENTER;
}
}
} else {
if (Team) return;

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@ -637,7 +637,7 @@ AnimClass::AnimClass(AnimType animnum, COORDINATE coord, unsigned char timedelay
** Check for a virtual animation
*/
if (Class->VirtualAnim != ANIM_NONE) {
VirtualAnim = new AnimClass(Class->VirtualAnim, 0, timedelay, loop, alt);
VirtualAnim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop, alt);
if (VirtualAnim != NULL) {
VirtualAnim->Make_Invisible();
}

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@ -3879,9 +3879,6 @@ bool BuildingClass::Can_Capture(void) const
if (!House->IsHuman && Trigger != NULL && Trigger->Action == TriggerClass::ACTION_WINLOSE) {
can_capture = true;
}
} else {
// Only allow capturing of multiplayer-owned structures
can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI6;
}
return(can_capture);

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@ -428,7 +428,7 @@ dxisbig:
#if (0)
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/MiscAsm.cpp#131 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/MiscAsm.cpp#138 $
;***************************************************************************
;** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
;***************************************************************************

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@ -396,20 +396,6 @@ void UnitClass::AI(void)
return;
}
/*
** Clear the unload refinery if not haresting or entering a refinery.
*/
if (Class->IsToHarvest) {
if (Mission != MISSION_HARVEST) {
if (Mission != MISSION_ENTER ||
!In_Radio_Contact() ||
Contact_With_Whom()->What_Am_I() != RTTI_BUILDING ||
*((BuildingClass*)Contact_With_Whom()) != STRUCT_REFINERY) {
TiberiumUnloadRefinery = NULL;
}
}
}
/*
** Rocket launchers will reload every so often.
*/
@ -763,6 +749,22 @@ RadioMessageType UnitClass::Receive_Message(RadioClass * from, RadioMessageType
}
break;
/*
** Something bad has happened to the object in contact with. Abort any coordinated
** activity with this object. Basically, ... run away! Run away!
*/
case RADIO_RUN_AWAY:
if (Class->IsToHarvest && In_Radio_Contact() && Mission == MISSION_ENTER) {
TechnoClass * contact = Contact_With_Whom();
if (contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) == STRUCT_REFINERY) {
// Slight hack; set a target so the harvest mission knows to skip to finding home state
Assign_Mission(MISSION_HARVEST);
TarCom = As_Target();
return(RADIO_ROGER);
}
}
return(DriveClass::Receive_Message(from, message, param));
/*
** When this message is received, it means that the other object
** has already turned its radio off. Turn this radio off as well.
@ -2418,93 +2420,26 @@ bool UnitClass::Goto_Tiberium(void)
}
struct RefineryData
{
BuildingClass* Refinery;
int Distance;
int Harvesters;
};
static bool operator==(const RefineryData& lhs, const RefineryData& rhs)
{
return lhs.Refinery == rhs.Refinery;
}
static bool operator!=(const RefineryData& lhs, const RefineryData& rhs)
{
return !(lhs == rhs);
}
static int _refinery_compare(const void * left, const void * right)
{
const RefineryData& lhs = *reinterpret_cast<const RefineryData*>(left);
const RefineryData& rhs = *reinterpret_cast<const RefineryData*>(right);
if (lhs.Distance < rhs.Distance) {
return -1;
} else if (rhs.Distance < lhs.Distance) {
return 1;
}
return 0;
}
BuildingClass* UnitClass::Find_Best_Refinery(void) const
{
static DynamicVectorClass<RefineryData> _refineries;
_refineries.Clear();
for (int i = 0; i < Buildings.Count(); ++i) {
BuildingClass* refinery = Buildings.Ptr(i);
if (refinery != NULL &&
refinery->House == House &&
!refinery->IsInLimbo &&
*refinery == STRUCT_REFINERY) {
_refineries.Add(RefineryData{ refinery, Distance(refinery), 0 });
}
}
// Base case for zero or one refineries.
if (_refineries.Count() == 0) {
return NULL;
} else if (_refineries.Count() == 1) {
return _refineries[0].Refinery;
}
// Count harvesters going to each refinery as well as the total.
int num_harvesters = 0;
for (int i = 0; i < Units.Count(); ++i) {
UnitClass* unit = Units.Ptr(i);
if (unit->IsActive && unit->Class->IsToHarvest && unit->House == House) {
BuildingClass* refinery = unit->Tiberium_Unload_Refinery();
if (refinery != NULL) {
int index = _refineries.ID(RefineryData{ refinery });
assert(index >= 0);
_refineries[index].Harvesters++;
num_harvesters++;
}
}
}
// Sort by distance (special case for 2 refineries as that's a single swap).
if (_refineries.Count() == 2) {
if (_refineries[0].Distance > _refineries[1].Distance) {
RefineryData temp = _refineries[0];
_refineries[0] = _refineries[1];
_refineries[1] = temp;
}
/*
** Remember our last refinery and prefer that one, if still available and valid.
*/
if (TiberiumUnloadRefinery != NULL) {
if (TiberiumUnloadRefinery->House == House &&
!TiberiumUnloadRefinery->IsInLimbo &&
TiberiumUnloadRefinery->Mission != MISSION_DECONSTRUCTION &&
*TiberiumUnloadRefinery == STRUCT_REFINERY) {
return TiberiumUnloadRefinery;
} else {
qsort(&_refineries[0], _refineries.Count(), sizeof(RefineryData), _refinery_compare);
}
// Evenly distribute harvesters among refineries.
int harvesters_per_refinery = (num_harvesters + _refineries.Count() - 1) / _refineries.Count();
for (int i = 0; i < _refineries.Count(); ++i) {
if (_refineries[i].Harvesters < harvesters_per_refinery) {
return _refineries[i].Refinery;
TiberiumUnloadRefinery = NULL;
}
}
// Fall back on closest refinery
return _refineries[0].Refinery;
/*
** Find nearby refinery and head to it?
*/
return Find_Docking_Bay(STRUCT_REFINERY, false);
}
@ -2800,10 +2735,7 @@ int UnitClass::Mission_Harvest(void)
Assign_Target(TARGET_NONE);
Status = FINDHOME;
return(1);
}
TiberiumUnloadRefinery = NULL;
if (Goto_Tiberium()) {
} else if (Goto_Tiberium()) {
IsHarvesting = true;
Set_Rate(2);
Set_Stage(0);
@ -2865,14 +2797,21 @@ int UnitClass::Mission_Harvest(void)
if (!Target_Legal(NavCom)) {
/*
** Find nearby refinery and head to it.
** Find best refinery.
*/
BuildingClass * nearest = Find_Best_Refinery();
if (nearest) {
TiberiumUnloadRefinery = nearest;
if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
/*
** Since the refinery said it was ok to load, establish radio
** contact with the refinery and then await docking orders.
*/
if (nearest && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Status = HEADINGHOME;
} else {
ScenarioInit++;
nearest = Find_Best_Refinery();
ScenarioInit--;
if (nearest) {
Assign_Destination(::As_Target(nearest->Nearby_Location(this)));
}
}
@ -2889,7 +2828,6 @@ int UnitClass::Mission_Harvest(void)
return(1);
case GOINGTOIDLE:
TiberiumUnloadRefinery = NULL;
Assign_Mission(MISSION_GUARD);
break;
@ -2968,6 +2906,28 @@ int UnitClass::Mission_Hunt(void)
}
int UnitClass::Mission_Enter(void)
{
Validate();
if (Class->IsToHarvest) {
TechnoClass * contact = Contact_With_Whom();
if (contact == NULL) {
contact = As_Techno(ArchiveTarget);
}
if (contact == NULL) {
contact = As_Techno(NavCom);
}
if (contact != NULL &&
contact->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass*)contact) == STRUCT_REFINERY) {
TiberiumUnloadRefinery = (BuildingClass*)contact;
}
}
return(TarComClass::Mission_Enter());
}
/***********************************************************************************************
* UnitClass::Look -- Perform map revelation from a unit's position. *
* *

View File

@ -84,8 +84,7 @@ class UnitClass : public TarComClass
bool Harvesting(void);
void APC_Close_Door(void);
void APC_Open_Door(void);
BuildingClass* Tiberium_Unload_Refinery(void) const {return TiberiumUnloadRefinery;}
BuildingClass* Find_Best_Refinery(void) const;
virtual BuildingClass* Find_Best_Refinery(void) const;
/*
** Query functions.
@ -158,6 +157,7 @@ class UnitClass : public TarComClass
virtual int Mission_Guard(void);
virtual int Mission_Harvest(void);
virtual int Mission_Hunt(void);
virtual int Mission_Enter(void);
virtual int UnitClass::Mission_Move(void);
virtual FireErrorType Can_Fire(TARGET, int which) const;
@ -204,7 +204,7 @@ class UnitClass : public TarComClass
/*
** This is the refinery a harvester is interested in unloading at.
*/
BuildingClass* TiberiumUnloadRefinery;
mutable BuildingClass* TiberiumUnloadRefinery;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load

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@ -4841,7 +4841,7 @@ extern "C" int __cdecl Confine_Rect ( int * x , int * y , int w , int h , int wi
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/WIN32LIB/DrawMisc.cpp#131 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/WIN32LIB/DrawMisc.cpp#138 $
;***************************************************************************
;** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
;***************************************************************************

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@ -321,7 +321,7 @@ int __cdecl Desired_Facing8(long x1, long y1, long x2, long y2);
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/WIN32LIB/FACINGFF.h#131 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/TIBERIANDAWN/WIN32LIB/FACINGFF.h#138 $
;***************************************************************************
;** C O N F I D E N T I A L --- W E S T W O O D A S S O C I A T E S **
;***************************************************************************