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:
parent
fd05be35c1
commit
7d496e8a63
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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VisualStudioVersion = 15.0.28307.1022
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version='1.0' encoding='utf-8'?>
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<?xml version='1.0' encoding='utf-8'?>
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<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)" GeneratedClassNamespace="MobiusEditor.Properties" GeneratedClassName="Settings">
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<Profiles />
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<Settings>
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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@ -533,7 +533,33 @@ namespace MobiusEditor.Utility
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var converter = propertyDescriptors.Find(property.Name, false)?.Converter ?? TypeDescriptor.GetConverter(property.PropertyType);
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if (converter.CanConvertFrom(context, typeof(string)))
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{
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property.SetValue(data, converter.ConvertFromString(context, section[property.Name]));
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try
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{
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property.SetValue(data, converter.ConvertFromString(context, section[property.Name]));
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}
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catch (FormatException)
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{
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if (property.PropertyType == typeof(bool))
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{
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var value = section[property.Name].ToLower();
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if (value == "no")
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{
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property.SetValue(data, false);
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}
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else if (value == "yes")
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{
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property.SetValue(data, true);
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}
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else
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{
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throw;
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}
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}
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else
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{
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throw;
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}
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}
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}
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}
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}
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@ -615,7 +615,7 @@ IsTheaterShape = false;
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** Check for a virtual animation
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*/
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if (Class->VirtualAnim != ANIM_NONE) {
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AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, 0, timedelay, loop);
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AnimClass* virtual_anim = new AnimClass(Class->VirtualAnim, Coord, timedelay, loop);
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if (virtual_anim != NULL) {
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virtual_anim->Make_Invisible();
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VirtualAnimTarget = virtual_anim->As_Target();
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@ -3463,7 +3463,9 @@ bool BuildingClass::Can_Capture(void) const
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// Only allow capturing of multiplayer-owned structures
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if (Session.Type != GAME_NORMAL) {
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can_capture &= House->Class->House >= HOUSE_MULTI1 && House->Class->House <= HOUSE_MULTI8;
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if (*this == STRUCT_V01) { // Check to fix exploit in specific map 'Tournament Ore Rift'
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can_capture = false;
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}
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}
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return(can_capture);
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@ -428,7 +428,7 @@ dxisbig:
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#if (0)
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/*
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; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#131 $
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; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#138 $
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;***************************************************************************
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;** 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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;***************************************************************************
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@ -6495,6 +6495,17 @@ int TechnoTypeClass::Time_To_Build(HousesType house) const
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time *= hptr->BuildSpeedBias;
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}
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else {
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/*
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** New feature - Turkey has a 10% build speed bonus even though it isn't specified in the rules
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*/
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if (hptr->ActLike == HOUSE_TURKEY) {
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if (hptr->BuildSpeedBias == fixed(1)) {
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time *= 9;
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time /= 10;
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}
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}
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if (What_Am_I() == RTTI_BUILDINGTYPE || What_Am_I() == RTTI_INFANTRYTYPE) {
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time *= hptr->BuildSpeedBias;
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}
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IsHarvesting = false;
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}
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/*
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** Clear the unload refinery if not haresting or entering a refinery.
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*/
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if (Class->IsToHarvest) {
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if (Mission != MISSION_HARVEST) {
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if (Mission != MISSION_ENTER ||
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!In_Radio_Contact() ||
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Contact_With_Whom()->What_Am_I() != RTTI_BUILDING ||
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*((BuildingClass*)Contact_With_Whom()) != STRUCT_REFINERY) {
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TiberiumUnloadRefinery = TARGET_NONE;
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}
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}
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}
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/*
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** Handle combat logic for this unit. It will determine if it has a target and
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** if so, if conditions are favorable for firing. When conditions permit, the
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@ -926,6 +912,22 @@ RadioMessageType UnitClass::Receive_Message(RadioClass * from, RadioMessageType
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}
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break;
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/*
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** Something bad has happened to the object in contact with. Abort any coordinated
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** activity with this object. Basically, ... run away! Run away!
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*/
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case RADIO_RUN_AWAY:
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if (Class->IsToHarvest && In_Radio_Contact() && Mission == MISSION_ENTER) {
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TechnoClass * contact = Contact_With_Whom();
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if (contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) == STRUCT_REFINERY) {
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// Slight hack; set a target so the harvest mission knows to skip to finding home state
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Assign_Mission(MISSION_HARVEST);
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TarCom = As_Target();
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return(RADIO_ROGER);
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}
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}
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return(DriveClass::Receive_Message(from, message, param));
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/*
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** When this message is received, it means that the other object
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** has already turned its radio off. Turn this radio off as well.
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/*
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** Look for ore where we last found some - mine the same patch
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*/
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TiberiumUnloadRefinery = TARGET_NONE;
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if (Target_Legal(ArchiveTarget)) {
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Assign_Destination(ArchiveTarget);
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ArchiveTarget = 0;
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if (!Target_Legal(NavCom)) {
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/*
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** Find nearby refinery and head to it.
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** Find best refinery.
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*/
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BuildingClass * nearest = Find_Best_Refinery();
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if (nearest != NULL) {
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TiberiumUnloadRefinery = nearest->As_Target();
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if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
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Status = HEADINGHOME;
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if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
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Speak(VOX_NEED_MO_CAPACITY);
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}
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} else {
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/*
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** Since the refinery said it was ok to load, establish radio
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** contact with the refinery and then await docking orders.
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*/
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if (nearest != NULL && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
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Status = HEADINGHOME;
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if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
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Speak(VOX_NEED_MO_CAPACITY);
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}
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} else {
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ScenarioInit++;
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nearest = Find_Best_Refinery();
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ScenarioInit--;
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if (nearest != NULL) {
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Assign_Destination(::As_Target(Nearby_Location(nearest)));
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}
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}
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** no where to go.
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*/
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case GOINGTOIDLE:
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TiberiumUnloadRefinery = TARGET_NONE;
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if (IsUseless) {
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if (House->ActiveBScan & STRUCTF_REPAIR) {
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Assign_Mission(MISSION_REPAIR);
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}
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int UnitClass::Mission_Enter(void)
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{
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assert(Units.ID(this) == ID);
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assert(IsActive);
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if (Class->IsToHarvest) {
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TechnoClass * contact = Contact_With_Whom();
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if (contact == NULL) {
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contact = As_Techno(ArchiveTarget);
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}
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if (contact != NULL &&
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contact->What_Am_I() == RTTI_BUILDING &&
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*((BuildingClass*)contact) == STRUCT_REFINERY) {
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TiberiumUnloadRefinery = contact->As_Target();
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}
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}
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return(DriveClass::Mission_Enter());
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}
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/***********************************************************************************************
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* UnitClass::Desired_Load_Dir -- Determines the best cell and facing for loading. *
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* *
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@ -4413,100 +4441,29 @@ fixed UnitClass::Tiberium_Load(void) const
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}
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BuildingClass* UnitClass::Tiberium_Unload_Refinery(void) const
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{
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return Target_Legal(TiberiumUnloadRefinery) ? As_Building(TiberiumUnloadRefinery) : NULL;
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}
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struct RefineryData
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{
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BuildingClass* Refinery;
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int Distance;
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int Harvesters;
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};
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||||
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||||
static bool operator==(const RefineryData& lhs, const RefineryData& rhs)
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||||
{
|
||||
return lhs.Refinery == rhs.Refinery;
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||||
}
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||||
|
||||
static bool operator!=(const RefineryData& lhs, const RefineryData& rhs)
|
||||
{
|
||||
return !(lhs == rhs);
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||||
}
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||||
|
||||
static int _refinery_compare(const void * left, const void * right)
|
||||
{
|
||||
const RefineryData& lhs = *reinterpret_cast<const RefineryData*>(left);
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||||
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;
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||||
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||||
_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 });
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||||
return refinery;
|
||||
} else {
|
||||
TiberiumUnloadRefinery = TARGET_NONE;
|
||||
}
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||||
}
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||||
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||||
// Base case for zero or one refineries.
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||||
if (_refineries.Count() == 0) {
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||||
return NULL;
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||||
} else if (_refineries.Count() == 1) {
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||||
return _refineries[0].Refinery;
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||||
}
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||||
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||||
// Count harvesters going to each refinery as well as the total.
|
||||
int num_harvesters = 0;
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||||
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;
|
||||
}
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Fall back on closest refinery
|
||||
return _refineries[0].Refinery;
|
||||
/*
|
||||
** Find nearby refinery and head to it?
|
||||
*/
|
||||
return Find_Docking_Bay(STRUCT_REFINERY, false);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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 **
|
||||
;***************************************************************************
|
||||
|
|
|
@ -1899,15 +1899,24 @@ void AircraftClass::Enter_Idle_Mode(bool )
|
|||
} else {
|
||||
|
||||
/*
|
||||
** Normal aircraft try to find a good landing spot to rest.
|
||||
** Continue with the current helipad if there is one.
|
||||
*/
|
||||
BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false);
|
||||
Assign_Destination(TARGET_NONE);
|
||||
if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
|
||||
mission = MISSION_ENTER;
|
||||
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.
|
||||
*/
|
||||
BuildingClass * building = Find_Docking_Bay(STRUCT_HELIPAD, false);
|
||||
Assign_Destination(TARGET_NONE);
|
||||
if (building && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
|
||||
mission = MISSION_ENTER;
|
||||
} else {
|
||||
Assign_Destination(Good_LZ());
|
||||
mission = MISSION_MOVE;
|
||||
}
|
||||
} else {
|
||||
Assign_Destination(Good_LZ());
|
||||
mission = MISSION_MOVE;
|
||||
mission = MISSION_ENTER;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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 **
|
||||
;***************************************************************************
|
||||
|
|
|
@ -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 });
|
||||
/*
|
||||
** 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 {
|
||||
TiberiumUnloadRefinery = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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) {
|
||||
Status = HEADINGHOME;
|
||||
} else {
|
||||
|
||||
/*
|
||||
** 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. *
|
||||
* *
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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 **
|
||||
;***************************************************************************
|
||||
|
|
|
@ -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 **
|
||||
;***************************************************************************
|
||||
|
|
Loading…
Reference in New Issue