August 6th Patch Update

Accumulated DLL source code changes since June 22nd patch
This commit is contained in:
PG-SteveT 2020-08-06 09:44:54 -07:00
parent 93a1af2eff
commit ae72fce5dd
76 changed files with 1071 additions and 210 deletions

View file

@ -359,7 +359,7 @@ static AnimTypeClass const LZSmoke(
72, // Loop start frame number.
91, // Ending frame of loop back.
-1, // Number of animation stages.
255, // Number of times the animation loops.
127, // Number of times the animation loops.
VOC_NONE, // Sound effect to play.
ANIM_NONE
);
@ -1127,7 +1127,7 @@ static AnimTypeClass const OilFieldBurn(
33, // Loop start frame number.
99, // Ending frame of loop back.
66, // Number of animation stages.
65535, // Number of times the animation loops.
127, // Number of times the animation loops.
VOC_NONE, // Sound effect to play.
ANIM_NONE
);

View file

@ -1948,9 +1948,17 @@ void AircraftClass::Enter_Idle_Mode(bool )
/*
** Normal aircraft try to find a good landing spot to rest.
*/
BuildingClass * building = Find_Docking_Bay(Class->Building, false);
BuildingClass * building = NULL;
if (In_Radio_Contact() && Contact_With_Whom()->What_Am_I() == RTTI_BUILDING) {
building = (BuildingClass *)Contact_With_Whom();
} else {
building = Find_Docking_Bay(Class->Building, false);
if (Transmit_Message(RADIO_HELLO, building) != RADIO_ROGER) {
building = NULL;
}
}
Assign_Destination(TARGET_NONE);
if (building != NULL && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
if (building != NULL) {
if (Class->IsFixedWing) {
Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip
if (IsLanding) {
@ -2367,7 +2375,7 @@ ActionType AircraftClass::What_Action(CELL cell) const
ActionType action = FootClass::What_Action(cell);
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
if (action == ACTION_MOVE && !Map[cell].Is_Visible(PlayerPtr)) {
if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) {
action = ACTION_NOMOVE;
}
@ -3068,7 +3076,7 @@ MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const
if (occupier == NULL ||
!occupier->Is_Techno() ||
((TechnoClass *)occupier)->House->Is_Ally(House) ||
(((TechnoClass *)occupier)->Cloak != CLOAKED &&
(!((TechnoClass *)occupier)->Is_Cloaked(this) &&
(ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) )
) {
@ -3128,9 +3136,10 @@ TARGET AircraftClass::Good_Fire_Location(TARGET target) const
for (int face = 0; face < 255; face += 16) {
COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r);
CELL newcell = Coord_Cell(newcoord);
CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XY_Coord(0, FLIGHT_LEVEL)));
//using function for IsVisible so we have different results for different players - JAS 2019/09/30
if (Map.In_Radar(newcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
if (Map.In_Radar(actualcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
int dist;
if (altcoord != 0) {
dist = ::Distance(newcoord, altcoord);

View file

@ -578,7 +578,7 @@ IsTheaterShape = false;
AnimClass::Unlimbo(coord);
VisibleFlags = 0xffff;
VisibleFlags = static_cast<unsigned int>(-1);
/*
** Drop zone smoke always reveals the map around itself.
@ -817,10 +817,10 @@ void AnimClass::AI(void)
int damage = Accum;
Accum -= damage;
if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
delete this;
if (Target_Legal(VirtualAnimTarget)) {
delete As_Animation(VirtualAnimTarget);
}
delete this;
return;
}
}
@ -1177,8 +1177,12 @@ void AnimClass::Detach(TARGET target, bool all)
assert(IsActive);
if (all) {
if (VirtualAnimTarget && VirtualAnimTarget == target) {
if (Target_Legal(VirtualAnimTarget) && VirtualAnimTarget == target) {
VirtualAnimTarget = TARGET_NONE;
if (IsInvisible) {
IsToDelete = true;
Mark(MARK_UP);
}
}
if (xObject == target) {
Map.Remove(this, In_Which_Layer());

View file

@ -173,7 +173,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
case RADIO_CAN_LOAD:
TechnoClass::Receive_Message(from, message, param);
if (!House->Is_Ally(from)) return(RADIO_STATIC);
if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && In_Radio_Contact() && Contact_With_Whom() != from)) return(RADIO_NEGATIVE);
if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && Class->Type != STRUCT_REFINERY && In_Radio_Contact())) return(RADIO_NEGATIVE);
switch (Class->Type) {
case STRUCT_AIRSTRIP:
if (from->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass const *)from)->Class->IsFixedWing) {
@ -200,7 +200,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
*((UnitClass *)from) == UNIT_HARVESTER &&
(ScenarioInit || !Is_Something_Attached())) {
return(RADIO_ROGER);
return((Contact_With_Whom() != from) ? RADIO_ROGER : RADIO_NEGATIVE);
}
break;
@ -2572,13 +2572,21 @@ void BuildingClass::Grand_Opening(bool captured)
** to place it in a nearby location.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_W)) {
cell = unit->Nearby_Location(this);
/*
** Check multiple times for clear locations.
*/
for (int i = 0; i < 10; i++) {
cell = unit->Nearby_Location(this, i);
if (unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
break;
}
}
/*
** If the harvester could still not be placed, then refund the money
** to the owner and then bail.
*/
if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
if (unit->IsInLimbo) {
House->Refund_Money(unit->Class->Cost_Of());
delete unit;
}
@ -3726,9 +3734,16 @@ int BuildingClass::Mission_Deconstruction(void)
}
}
if (House->IsPlayerControl) {
// MBL 07.10.2020 - In 1v1, sometimes both players will hear this SFX, or neither player will hear it
// Making it so all players hear it positionally in the map; Per thread discussion in https://jaas.ea.com/browse/TDRA-7245
//
#if 0
if (House->IsPlayerControl) {
Sound_Effect(VOC_CASHTURN, Coord);
}
#else
Sound_Effect(VOC_CASHTURN, Coord);
}
#endif
/*
** Destroy all attached objects. ST - 4/24/2020 9:38PM

View file

@ -2807,9 +2807,18 @@ void CellClass::Flag_Create(void)
{
if (!CTFFlag) {
CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord());
if (CTFFlag) {
CTFFlag->OwnerHouse = Owner;
if (CTFFlag == NULL) {
for (int i = 0; i < Anims.Count(); ++i) {
AnimClass* anim = Anims.Ptr(i);
if (*anim != ANIM_FLAG) {
delete anim;
break;
}
}
CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord());
}
assert(CTFFlag != NULL);
CTFFlag->OwnerHouse = Owner;
}
}

View file

@ -3615,6 +3615,15 @@ typedef enum OptionControlType : char {
} OptionControlType;
/****************************************************************************
** Used to store firing data for a unit.
*/
typedef struct {
COORDINATE Center;
int Distance;
} FireDataType;
#define size_of(typ,id) sizeof(((typ*)0)->id)

View file

@ -3146,9 +3146,9 @@ int DisplayClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
object = Map.Close_Object(coord);
/*
** Special case check to ignore cloaked object if not owned by the player.
** Special case check to ignore cloaked object if not allied with the player.
*/
if (object != NULL && object->Is_Techno() && !((TechnoClass *)object)->IsOwnedByPlayer && (((TechnoClass *)object)->Cloak == CLOAKED || ((TechnoClass *)object)->Techno_Type_Class()->IsInvisible)) {
if (object != NULL && object->Is_Techno() && ((TechnoClass *)object)->Is_Cloaked(PlayerPtr, true)) {
object = NULL;
}
}

View file

@ -384,6 +384,8 @@ bool MPSuperWeaponDisable = false;
bool ShareAllyVisibility = true;
bool UseGlyphXStartLocations = true;
SpecialClass* SpecialBackup = NULL;
int GetRandSeed()
{
@ -800,6 +802,8 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scena
Special.IsEarlyWin = game_options.DestroyStructures;
Special.ModernBalance = game_options.ModernBalance;
/*
** Enable Counterstrike/Aftermath units
*/
@ -844,6 +848,13 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scena
*/
Rule.IsSmartDefense = true;
/*
** Backup special
*/
if (SpecialBackup != NULL) {
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
return true;
}
@ -1662,7 +1673,7 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player
if (Frame <= 10) { // Don't spam forever, but useful to know that we actually started advancing
GlyphX_Debug_Print("CNC_Advance_Instance - RA");
}
/*
** Shouldn't really need to do this, but I like the idea of always running the main loop in the context of the same player.
** Might make tbe bugs more repeatable and consistent. ST - 3/15/2019 11:58AM
@ -1673,6 +1684,13 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0]);
}
/*
** Restore special from backup
*/
if (SpecialBackup != NULL) {
memcpy(&Special, SpecialBackup, sizeof(SpecialClass));
}
#ifdef FIXIT_CSII // checked - ajw 9/28/98
TimeQuake = PendingTimeQuake;
PendingTimeQuake = false;
@ -1865,6 +1883,15 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player
//Sync_Delay();
//DLLExportClass::Set_Event_Callback(NULL);
Color_Cycle();
/*
** Don't respect GameActive. Game will end in multiplayer on win/loss
*/
if (GAME_TO_PLAY == GAME_GLYPHX_MULTIPLAYER) {
return true;
}
return(GameActive);
}
@ -1910,6 +1937,12 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Save_Load(bool save, const cha
}
result = Load_Game(file_path_and_name);
// MBL 07.21.2020
if (result == false)
{
return false;
}
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0], true);
Set_Logic_Page(SeenBuff);
@ -2130,6 +2163,11 @@ void DLLExportClass::Init(void)
CurrentLocalPlayerIndex = 0;
MessagesSent.clear();
if (SpecialBackup == NULL) {
SpecialBackup = new SpecialClass;
}
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
@ -2146,6 +2184,9 @@ void DLLExportClass::Init(void)
**************************************************************************************************/
void DLLExportClass::Shutdown(void)
{
delete SpecialBackup;
SpecialBackup = NULL;
for (int i=0 ; i<ModSearchPaths.Count() ; i++) {
delete [] ModSearchPaths[i];
}
@ -3252,6 +3293,7 @@ void DLL_Draw_Pip_Intercept(const ObjectClass* object, int pip)
void DLLExportClass::DLL_Draw_Intercept(int shape_number, int x, int y, int width, int height, int flags, const ObjectClass *object, DirType rotation, long scale, const char *shape_file_name, char override_owner)
{
CNCObjectStruct& new_object = ObjectList->Objects[TotalObjectCount + CurrentDrawCount];
memset(&new_object, 0, sizeof(new_object));
Convert_Type(object, new_object);
if (new_object.Type == UNKNOWN) {
return;
@ -4394,6 +4436,8 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
return false;
}
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
sidebar_entry.AssetName[0] = 0;
sidebar_entry.Type = UNKNOWN;
sidebar_entry.BuildableID = Map.Column[c].Buildables[b].BuildableID;
@ -4406,7 +4450,7 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
sidebar_entry.SuperWeaponType = SW_NONE;
if (tech) {
sidebar_entry.Cost = tech->Cost * PlayerPtr->CostBias;
sidebar_entry.Cost = tech->Cost * PlayerPtr->CostBias; // MBL: If this gets modified, also modify below for skirmish and multiplayer
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
@ -4549,6 +4593,8 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
return false;
}
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
sidebar_entry.AssetName[0] = 0;
sidebar_entry.Type = UNKNOWN;
sidebar_entry.BuildableID = context_sidebar->Column[c].Buildables[b].BuildableID;
@ -4561,7 +4607,13 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
sidebar_entry.SuperWeaponType = SW_NONE;
if (tech) {
sidebar_entry.Cost = tech->Cost;
// MBL 06.22.2020 - Updated to apply and difficulty abd/or faction price modifier; See https://jaas.ea.com/browse/TDRA-6864
// If this gets modified, also modify above for non-skirmish / non-multiplayer
//
// sidebar_entry.Cost = tech->Cost;
sidebar_entry.Cost = tech->Cost * PlayerPtr->CostBias;
sidebar_entry.PowerProvided = 0;
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
@ -8480,10 +8532,16 @@ bool DLLExportClass::Save(Pipe & pipe)
pipe.Put(&Special, sizeof(Special));
/*
** Special case for MPSuperWeaponDisable - store negated value so it defaults to enabled
*/
bool not_allow_super_weapons = !MPSuperWeaponDisable;
pipe.Put(&not_allow_super_weapons, sizeof(not_allow_super_weapons));
/*
** Room for save game expansion
*/
unsigned char padding[4096];
unsigned char padding[4095];
memset(padding, 0, sizeof(padding));
pipe.Put(padding, sizeof(padding));
@ -8566,7 +8624,23 @@ bool DLLExportClass::Load(Straw & file)
return false;
}
unsigned char padding[4096];
/*
** Restore backup
*/
if (SpecialBackup != NULL) {
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
}
/*
** Special case for MPSuperWeaponDisable - store negated value so it defaults to enabled
*/
bool not_allow_super_weapons = false;
if (file.Get(&not_allow_super_weapons, sizeof(not_allow_super_weapons)) != sizeof(not_allow_super_weapons)) {
return false;
}
MPSuperWeaponDisable = !not_allow_super_weapons;
unsigned char padding[4095];
if (file.Get(padding, sizeof(padding)) != sizeof(padding)) {
return false;

View file

@ -732,7 +732,7 @@ struct CNCMultiplayerOptionsStruct {
int MPlayerCount; // # of human players in this game
int MPlayerBases; // 1 = bases are on for this scenario
int MPlayerCredits; // # credits everyone gets
int MPlayerTiberium; // 1 = tiberium enabled for this scenario
int MPlayerTiberium; // >0 = tiberium enabled for this scenario
int MPlayerGoodies; // 1 = goodies enabled for this scenario
int MPlayerGhosts; // 1 = houses with no players will still play
int MPlayerSolo; // 1 = allows a single-player net game
@ -744,6 +744,7 @@ struct CNCMultiplayerOptionsStruct {
bool MPlayerAftermathUnits;
bool CaptureTheFlag;
bool DestroyStructures; // New early win condition via destroying all a player's structures
bool ModernBalance;
};

View file

@ -603,7 +603,7 @@ void EventClass::Execute(void)
//2019/09/19 JAS - Visibility needs to be determined per player
if (Data.Anim.Owner == HOUSE_NONE || Data.Anim.What != ANIM_MOVE_FLASH)
{
anim->Set_Visible_Flags(0xffff);
anim->Set_Visible_Flags(static_cast<unsigned int>(-1));
}
else
{
@ -761,6 +761,12 @@ void EventClass::Execute(void)
techno->Assign_Target(TARGET_NONE);
techno->Assign_Destination(Data.MegaMission.Target.As_TARGET());
techno->ArchiveTarget = Data.MegaMission.Target.As_TARGET();
} else if (Data.MegaMission.Mission == MISSION_ENTER &&
object != NULL &&
object->What_Am_I() == RTTI_BUILDING &&
*((BuildingClass*)object) == STRUCT_REFINERY) {
techno->Transmit_Message(RADIO_HELLO, (BuildingClass*)object);
techno->Assign_Destination(TARGET_NONE);
} else {
if (q && techno->Is_Foot()) {
((FootClass *)techno)->Queue_Navigation_List(Data.MegaMission.Destination.As_TARGET());

View file

@ -1741,7 +1741,19 @@ int FootClass::Mission_Enter(void)
** Since there is no potential object to enter, then abort this
** mission with some default standby mission.
*/
Enter_Idle_Mode();
if (MissionQueue == MISSION_NONE) {
/*
** If this is a harvester, then return to harvesting.
** Set a hacky target so we know to skip to the proper state.
*/
if (What_Am_I() == RTTI_UNIT && ((UnitClass*)this)->Class->IsToHarvest) {
Assign_Mission(MISSION_HARVEST);
Assign_Target(As_Target());
Assign_Destination(TARGET_NONE);
} else {
Enter_Idle_Mode();
}
}
}
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));

View file

@ -921,7 +921,7 @@ void HouseClass::AI(void)
** production and team creation as well. This is also true if the IQ is high enough to
** being base building.
*/
if (IsBaseBuilding || IQ >= Rule.IQProduction) {
if (!IsHuman && (IsBaseBuilding || IQ >= Rule.IQProduction)) {
IsBaseBuilding = true;
IsStarted = true;
IsAlerted = true;
@ -957,6 +957,9 @@ void HouseClass::AI(void)
if (IsToDie && BorrowedTime == 0) {
IsToDie = false;
Blowup_All();
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
MPlayer_Defeated();
}
}
/*
@ -1151,7 +1154,7 @@ void HouseClass::AI(void)
}
#ifdef FIXIT_VERSION_3 // For endgame auto-sonar pulse.
if( Scen.AutoSonarTimer == 0 )
if( (Session.Type != GAME_NORMAL || !IsHuman) && Scen.AutoSonarTimer == 0 )
{
// If house has nothing but subs left, do an automatic sonar pulse to reveal them.
if( VQuantity[ VESSEL_SS ] > 0 ) // Includes count of VESSEL_MISSILESUBs. ajw
@ -1818,12 +1821,18 @@ void HouseClass::Attacked(BuildingClass* source)
{
assert(Houses.ID(this) == ID);
bool expired = SpeakAttackDelay == 0;
bool spoke = false;
#ifdef FIXIT_BASE_ANNOUNCE
if (SpeakAttackDelay == 0 && ((Session.Type == GAME_NORMAL && IsPlayerControl) || PlayerPtr->Class->House == Class->House)) {
// if (SpeakAttackDelay == 0 && ((Session.Type == GAME_NORMAL && IsPlayerControl) || PlayerPtr->Class->House == Class->House)) {
if (expired && ((Session.Type == GAME_NORMAL && IsPlayerControl) || PlayerPtr->Class->House == Class->House)) {
#else
if (SpeakAttackDelay == 0 && PlayerPtr->Class->House == Class->House) {
// if (SpeakAttackDelay == 0 && PlayerPtr->Class->House == Class->House) {
if (expired && PlayerPtr->Class->House == Class->House) {
#endif
Speak(VOX_BASE_UNDER_ATTACK, NULL, source ? source->Center_Coord() : 0);
spoke = true;
// MBL 06.13.2020 - Timing change from 2 minute cooldown, per https://jaas.ea.com/browse/TDRA-6784
// SpeakAttackDelay = Options.Normalize_Delay(TICKS_PER_MINUTE * Rule.SpeakDelay); // 2 minutes
@ -1838,6 +1847,22 @@ void HouseClass::Attacked(BuildingClass* source)
HouseTriggers[Class->House][index]->Spring(TEVENT_ATTACKED);
}
}
// MBL 07.07.2020 - CNC Patch 3, fix for not working for all players in MP, per https://jaas.ea.com/browse/TDRA-7249
// Separated to here as did not want to change any logic around the HouseTriggers[] Spring events
//
if (expired == true && spoke == false)
{
if (Session.Type != GAME_NORMAL) // Multiplayer
{
Speak(VOX_BASE_UNDER_ATTACK, this);
spoke = true;
// SpeakAttackDelay = Options.Normalize_Delay(TICKS_PER_MINUTE * Rule.SpeakDelay); // 2 minutes
// SpeakAttackDelay = Options.Normalize_Delay(TICKS_PER_MINUTE/2); // 30 seconds as requested
SpeakAttackDelay = Options.Normalize_Delay( (TICKS_PER_MINUTE/2)+(TICKS_PER_SECOND*5) ); // Tweaked for accuracy
}
}
}
@ -3758,6 +3783,13 @@ void HouseClass::MPlayer_Defeated(void)
}
}
/*
** Remove any one-time superweapons the player might have.
*/
for (i = SPC_FIRST; i < SPC_COUNT; i++) {
SuperWeapon[i].Remove(true);
}
/*
** If this is me:
** - Set MPlayerObiWan, so I can only send messages to all players, and
@ -4099,7 +4131,14 @@ void HouseClass::Blowup_All(void)
*/
count = 0;
while (::Units.Ptr(i)==uptr && uptr->Strength) {
damage = uptr->Strength;
// MBL 06.22.2020 RA: Not all aircraft die in this case; See https://jaas.ea.com/browse/TDRA-6840
// Likely due to damage biasing based on RA factions and/or difficulty settings
// Applying this to units (vehicles), ships, buildings, and infantry, too
//
// damage = uptr->Strength; // Original
damage = 0x7fff; // Copied from TD
uptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
count++;
if (count > 5 && uptr->IsActive) {
@ -4118,7 +4157,13 @@ void HouseClass::Blowup_All(void)
if (::Aircraft.Ptr(i)->House == this && !::Aircraft.Ptr(i)->IsInLimbo) {
AircraftClass * aptr = ::Aircraft.Ptr(i);
damage = aptr->Strength;
// MBL 06.22.2020 RA: Not all aircraft die in this case; See https://jaas.ea.com/browse/TDRA-6840
// Likely due to damage biasing based on RA factions and/or difficulty settings
// Applying this to units (vehicles), ships, buildings, and infantry, too
//
// damage = aptr->Strength; // Original
damage = 0x7fff; // Copied from TD
aptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
if (!aptr->IsActive) {
i--;
@ -4133,7 +4178,13 @@ void HouseClass::Blowup_All(void)
if (::Vessels.Ptr(i)->House == this && !::Vessels.Ptr(i)->IsInLimbo) {
VesselClass * vptr = ::Vessels.Ptr(i);
damage = vptr->Strength;
// MBL 06.22.2020 RA: Not all aircraft die in this case; See https://jaas.ea.com/browse/TDRA-6840
// Likely due to damage biasing based on RA factions and/or difficulty settings
// Applying this to units (vehicles), ships, buildings, and infantry, too
//
// damage = vptr->Strength; // Original
damage = 0x7fff; // Copied from TD
vptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
if (!vptr->IsActive) {
i--;
@ -4151,7 +4202,14 @@ void HouseClass::Blowup_All(void)
count = 0;
while (Buildings.Ptr(i)==bptr && bptr->Strength) {
damage = bptr->Strength;
// MBL 06.22.2020 RA: Not all aircraft die in this case; See https://jaas.ea.com/browse/TDRA-6840
// Likely due to damage biasing based on RA factions and/or difficulty settings
// Applying this to units (vehicles), ships, buildings, and infantry, too
//
// damage = bptr->Strength; // Original
damage = 0x7fff; // Copied from TD
bptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
count++;
if (count > 5) {
@ -4174,7 +4232,14 @@ void HouseClass::Blowup_All(void)
count = 0;
while (Infantry.Ptr(i)==iptr && iptr->Strength) {
damage = iptr->Strength;
// MBL 06.22.2020 RA: Not all aircraft die in this case; See https://jaas.ea.com/browse/TDRA-6840
// Likely due to damage biasing based on RA factions and/or difficulty settings
// Applying this to units (vehicles), ships, buildings, and infantry, too
//
// damage = iptr->Strength; // Original
damage = 0x7fff; // Copied from TD
warhead = Random_Pick(WARHEAD_SA, WARHEAD_FIRE);
iptr->Take_Damage(damage, 0, warhead, NULL, true);
@ -8013,6 +8078,13 @@ void HouseClass::Check_Pertinent_Structures(void)
return;
}
// MBL 07.15.2020 - Prevention of recent issue with constant "player defeated logic" and message to client spamming
// Per https://jaas.ea.com/browse/TDRA-7433
//
if (IsDefeated) {
return;
}
bool any_good_buildings = false;
for (int index = 0; index < Buildings.Count(); index++) {
@ -8020,9 +8092,11 @@ void HouseClass::Check_Pertinent_Structures(void)
if (b && b->IsActive && b->House == this) {
if (!b->Class->IsWall && *b != STRUCT_APMINE && *b != STRUCT_AVMINE) {
if (!b->IsInLimbo && b->Strength > 0) {
any_good_buildings = true;
break;
if (!Special.ModernBalance || (*b != STRUCT_SHIP_YARD && *b != STRUCT_FAKE_YARD && *b != STRUCT_SUB_PEN && *b != STRUCT_FAKE_PEN)) {
if (!b->IsInLimbo && b->Strength > 0) {
any_good_buildings = true;
break;
}
}
}
}

View file

@ -511,6 +511,9 @@ int InfantryClass::Shape_Number(WindowNumberType window) const
** The animation frame numbers may be different when rendering in legacy mode vs. exporting for render in GlyphX. ST - 9/5/2019 12:34PM
*/
const DoInfoStruct *do_controls = (window == WINDOW_VIRTUAL) ? Class->DoControlsVirtual : Class->DoControls;
if (window != WINDOW_VIRTUAL && !IsOwnedByPlayer && *this == INFANTRY_SPY) {
do_controls = InfantryTypeClass::As_Reference(INFANTRY_E1).DoControls;
}
/*
** The infantry shape is always modulo the number of animation frames
@ -692,7 +695,7 @@ void InfantryClass::Per_Cell_Process(PCPType why)
// If they're spying on a sub pen, give 'em a sonar pulse
if (build == STRUCT_SUB_PEN) {
House->SuperWeapon[SPC_SONAR_PULSE].Enable(true, true, false);
House->SuperWeapon[SPC_SONAR_PULSE].Enable(false, true, false);
// Add to Glyphx multiplayer sidebar. ST - 8/7/2019 10:13AM
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
if (House->IsHuman) {
@ -1480,7 +1483,7 @@ MoveType InfantryClass::Can_Enter_Cell(CELL cell, FacingType ) const
** Cloaked enemy objects are not considered if this is a Find_Path()
** call.
*/
if (!obj->Is_Techno() || ((TechnoClass *)obj)->Cloak != CLOAKED) {
if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
/*
** Any non-allied blockage is considered impassible if the infantry
@ -3958,6 +3961,13 @@ void InfantryClass::Movement_AI(void)
// if (IsTethered) Scatter(0, true);
}
/*
** Scatter infantry off buildings in guard modes.
*/
if (!IsTethered && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord].Cell_Building() != NULL) {
Scatter(0, true, true);
}
/*
** Double check to make sure it doesn't have a movement destination into a zone
** that it can't travel to. In such a case, abort the movement process by clearing

View file

@ -286,6 +286,9 @@ bool Read_Scenario_INI_Write_INB( char *root, bool fresh)
UnitClass::Read_INI(buffer);
Call_Back();
AircraftClass::Read_INI(buffer);
Call_Back();
VesselClass::Read_INI(buffer);
Call_Back();

View file

@ -434,6 +434,16 @@ bool Init_Game(int , char * [])
ChronalVortex.Stop();
ChronalVortex.Setup_Remap_Tables(Scen.Theater);
/*
** Clear out name overrides array
*/
#ifdef FIXIT_NAME_OVERRIDE
for (int index = 0; index < ARRAY_SIZE(NameOverride); index++) {
NameOverride[index] = NULL;
NameIDOverride[index] = 0;
}
#endif //FIXIT_NAME_OVERRIDE
return(true);
}

View file

@ -316,6 +316,7 @@ void LogicClass::AI(void)
*/
for (index = 0; index < Count(); index++) {
ObjectClass * obj = (*this)[index];
int count = Count();
BStart(BENCH_AI);
obj->AI();
@ -354,8 +355,9 @@ void LogicClass::AI(void)
** If the object was destroyed in the process of performing its AI, then
** adjust the index so that no object gets skipped.
*/
if (obj != (*this)[index]) {
index--;
int count_diff = Count() - count;
if (count_diff < 0) {
index += count_diff;
}
}
HouseClass::Recalc_Attributes();

View file

@ -1026,6 +1026,16 @@ void MapClass::Logic(void)
** Tiberium cells that can grow or spread.
*/
int subcount = MAP_CELL_TOTAL / (Rule.GrowthRate * TICKS_PER_MINUTE);
/*
** Use the Tiberium setting as a multiplier on growth rate. ST - 7/1/2020 3:05PM
*/
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
if (Session.Options.Tiberium > 1) {
subcount *= Session.Options.Tiberium;
}
}
subcount = max(subcount, 1);
int index;
for (index = TiberiumScan; index < MAP_CELL_TOTAL; index++) {
@ -1416,11 +1426,11 @@ ObjectClass * MapClass::Close_Object(COORDINATE coord) const
while (o != NULL) {
/*
** Special case check to ignore cloaked object if not owned by the player.
** Special case check to ignore cloaked object if not allied with the player.
*/
// Change for client/server multiplayer. ST - 8/7/2019 10:35AM
//if (!o->Is_Techno() || ((TechnoClass *)o)->IsOwnedByPlayer || ((TechnoClass *)o)->Cloak != CLOAKED) {
if (!o->Is_Techno() || ((TechnoClass *)o)->Is_Owned_By_Player() || ((TechnoClass *)o)->Cloak != CLOAKED) {
if (!o->Is_Techno() || !((TechnoClass *)o)->Is_Cloaked(PlayerPtr)) {
int d=-1;
if (o->What_Am_I() == RTTI_BUILDING) {
d = Distance(coord, Cell_Coord(newcell));
@ -1445,7 +1455,7 @@ ObjectClass * MapClass::Close_Object(COORDINATE coord) const
AircraftClass * aircraft = Aircraft.Ptr(index);
if (aircraft->In_Which_Layer() != LAYER_GROUND) {
if (aircraft->Is_Owned_By_Player() || (aircraft->Cloak != CLOAKED)) {
if (!aircraft->Is_Cloaked(PlayerPtr)) {
int d = Distance(coord, Coord_Add(aircraft->Center_Coord(), XY_Coord(0, -aircraft->Height)));
if (d >= 0 && (!object || d < distance)) {
distance = d;
@ -1683,7 +1693,7 @@ int MapClass::Zone_Span(CELL cell, int zone, MZoneType check)
* HISTORY: *
* 10/05/1995 JLB : Created. *
*=============================================================================================*/
CELL MapClass::Nearby_Location(CELL cell, SpeedType speed, int zone, MZoneType check, bool checkflagged) const
CELL MapClass::Nearby_Location(CELL cell, SpeedType speed, int zone, MZoneType check, bool checkflagged, int locationmod) const
{
CELL topten[10];
int count = 0;
@ -1767,7 +1777,7 @@ CELL MapClass::Nearby_Location(CELL cell, SpeedType speed, int zone, MZoneType c
}
if (count > 0) {
return(topten[Frame % count]);
return(topten[(Frame+locationmod) % count]);
}
return(0);
}

View file

@ -61,7 +61,7 @@ class MapClass: public GScreenClass
CELL Pick_Random_Location(void) const;
int Intact_Bridge_Count(void) const;
bool Base_Region(CELL cell, HousesType & house, ZoneType & zone) const;
CELL Nearby_Location(CELL cell, SpeedType speed, int zone=-1, MZoneType check=MZONE_NORMAL, bool checkflagged=false) const;
CELL Nearby_Location(CELL cell, SpeedType speed, int zone=-1, MZoneType check=MZONE_NORMAL, bool checkflagged=false, int locationmod=0) const;
ObjectClass * Close_Object(COORDINATE coord) const;
virtual void Detach(ObjectClass * ) {};
int Cell_Region(CELL cell);

View file

@ -428,7 +428,7 @@ dxisbig:
#if (0)
/*
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#57 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/MiscAsm.cpp#95 $
;***************************************************************************
;** 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 **
;***************************************************************************

View file

@ -627,6 +627,14 @@ COORDINATE ObjectClass::Sort_Y(void) const
* HISTORY: *
* 09/21/1995 JLB : Created. *
*=============================================================================================*/
FireDataType ObjectClass::Fire_Data(int which) const
{
assert(this != 0);
assert(IsActive);
return{Fire_Coord(which),0};
}
COORDINATE ObjectClass::Fire_Coord(int ) const
{
assert(this != 0);

View file

@ -177,6 +177,7 @@ class ObjectClass : public AbstractClass
virtual COORDINATE Center_Coord(void) const;
virtual COORDINATE Render_Coord(void) const;
virtual COORDINATE Sort_Y(void) const;
virtual FireDataType Fire_Data(int which) const;
virtual COORDINATE Fire_Coord(int which) const;
virtual COORDINATE Exit_Coord(void) const;

View file

@ -267,7 +267,7 @@ bool RadarClass::Radar_Activate(int control)
case 0:
if (Map.IsSidebarActive) {
if (IsRadarActive && !IsRadarDeactivating) {
Sound_Effect(VOC_RADAR_OFF);
// Sound_Effect(VOC_RADAR_OFF); // MBL 07.20.2020: These are never being sent to the client, so handled there; Disabling here for good measure.
IsRadarDeactivating = true;
IsRadarActive = false;
if (IsRadarActivating == true) {
@ -284,7 +284,7 @@ bool RadarClass::Radar_Activate(int control)
case 1:
if (Map.IsSidebarActive) {
if (!IsRadarActivating && !IsRadarActive) {
Sound_Effect(VOC_RADAR_ON);
// Sound_Effect(VOC_RADAR_ON); // MBL 07.20.2020: These are never being sent to the client, so handled there; Disabling here for good measure.
IsRadarActivating = true;
if (IsRadarDeactivating == true) {
IsRadarDeactivating = false;

View file

@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">

View file

@ -2411,7 +2411,10 @@ bool Read_Scenario_INI(char * fname, bool )
UnitClass::Read_INI(ini);
Call_Back();
VesselClass::Read_INI(ini);
AircraftClass::Read_INI(ini);
Call_Back();
VesselClass::Read_INI(ini);
Call_Back();
/*

View file

@ -82,6 +82,7 @@ void SpecialClass::Init(void)
UseMCVDeploy = false;
IsMCVDeploy = false;
IsEarlyWin = false;
ModernBalance = false;
}

View file

@ -105,10 +105,22 @@ class SpecialClass
*/
unsigned IsEarlyWin:1;
/*
** New modern balance setting.
*/
unsigned ModernBalance:1;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[128];
// MBL 07.21.2020 - https://jaas.ea.com/browse/TDRA-7537
// Loading save files from Live and July Patch 3 Beta versions results in a crash
// Fixes issue from Change 738397 2020/07/17 14:06:03
//
// unsigned char SaveLoadPadding[128]; // Note: Never changed to 127 like TD did
//
// unsigned char SaveLoadPadding[124]; // Trying 124 like we did with TD - Failed
unsigned char SaveLoadPadding[128]; // Works with With last weeks saves (7/16/2020) and newest saves; Skyler says go with this.
};

View file

@ -977,6 +977,10 @@ void __cdecl Prog_End(const char *why, bool fatal)
*((int*)0) = 0;
}
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
return;
}
Sound_End();
if (WWMouse) {
delete WWMouse;

View file

@ -168,9 +168,9 @@ bool SuperClass::Enable(bool onetime, bool player, bool quiet)
* HISTORY: *
* 07/28/1995 JLB : Created. *
*=============================================================================================*/
bool SuperClass::Remove(void)
bool SuperClass::Remove(bool forced)
{
if (IsPresent && !IsOneTime) {
if (IsPresent && (!IsOneTime || forced)) {
IsReady = false;
IsPresent = false;
return(true);

View file

@ -47,7 +47,7 @@ class SuperClass {
bool Enable(bool onetime = false, bool player=false, bool quiet=false);
void Forced_Charge(bool player=false);
bool AI(bool player=false);
bool Remove(void);
bool Remove(bool forced=false);
void Impatient_Click(void) const;
int Anim_Stage(void) const;
bool Discharged(bool player);

View file

@ -489,6 +489,25 @@ bool TechnoClass::Is_Allowed_To_Recloak(void) const
* HISTORY: *
* 07/29/1996 JLB : Created. *
*=============================================================================================*/
FireDataType TechnoClass::Fire_Data(int which) const
{
assert(IsActive);
TechnoTypeClass const * tclass = Techno_Type_Class();
int dist = 0;
if (which == 0) {
dist = tclass->PrimaryOffset;
} else {
dist = tclass->SecondaryOffset;
}
COORDINATE coord = Coord_Move(Center_Coord(), DIR_N, tclass->VerticalOffset + Height);
coord = Coord_Move(coord, DIR_E, tclass->HorizontalOffset);
return{coord,dist};
}
COORDINATE TechnoClass::Fire_Coord(int which) const
{
assert(IsActive);
@ -667,7 +686,7 @@ bool TechnoClass::Is_Visible_On_Radar(void) const
}
}
}
if (!Techno_Type_Class()->IsInvisible && (Cloak != CLOAKED || House->Is_Ally(PlayerPtr))) {
if (!Is_Cloaked(PlayerPtr, true)) {
return(true);
}
return(false);
@ -973,9 +992,14 @@ RadioMessageType TechnoClass::Receive_Message(RadioClass * from, RadioMessageTyp
/*
** If there is sufficient money to repair the unit one step, then do so.
** Otherwise return with a "can't complete" radio response.
** Special case: in single-player campaigns, also try to use the repair pad house's money.
*/
if (House->Available_Money() >= cost) {
House->Spend_Money(cost);
HouseClass* house = House;
if (Session.Type == GAME_NORMAL && house->Available_Money() < cost) {
house = HouseClass::As_Pointer(from->Owner());
}
if (house != NULL && house->Available_Money() >= cost) {
house->Spend_Money(cost);
Strength += step;
/*
@ -1088,7 +1112,7 @@ void TechnoClass::Draw_It(int x, int y, WindowNumberType window) const
int width, height;
Class_Of().Dimensions(width, height);
const bool show_health_bar = (Strength > 0) && (Is_Selected_By_Player() ||
const bool show_health_bar = (Strength > 0) && !Is_Cloaked(PlayerPtr) && (Is_Selected_By_Player() ||
((Rule.HealthBarDisplayMode == RulesClass::HB_DAMAGED) && (Strength < Techno_Type_Class()->MaxStrength)) ||
(Rule.HealthBarDisplayMode == RulesClass::HB_ALWAYS));
@ -1253,8 +1277,8 @@ bool TechnoClass::In_Range(TARGET target, int which, bool reciprocal_check) cons
if (building != NULL) {
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
if (::Distance(Fire_Coord(which), As_Coord(target)) <= range) {
FireDataType data = Fire_Data(which);
if (MAX(0, ::Distance(data.Center, As_Coord(target)) - data.Distance) <= range) {
return(true);
}
@ -1309,8 +1333,8 @@ bool TechnoClass::In_Range(ObjectClass const * target, int which, bool reciproca
BuildingClass const * building = (BuildingClass const *)target;
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
}
if (::Distance(Fire_Coord(which), target->Center_Coord()) <= range) {
FireDataType data = Fire_Data(which);
if (MAX(0, ::Distance(data.Center, target->Center_Coord()) - data.Distance) <= range) {
return(true);
}
@ -1506,7 +1530,7 @@ bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, Techno
/*
** If the object is cloaked, then it isn't a legal target.
*/
if (object->Cloak == CLOAKED) {
if (object->Is_Cloaked(this)) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
@ -1535,16 +1559,12 @@ bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, Techno
** object is a friend. Unless we're a medic, of course. But then,
** only consider it a target if it's injured.
*/
if (House->Is_Ally(object)) {
if (Combat_Damage() < 0) {
if (object->Health_Ratio() == Rule.ConditionGreen) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
} else {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
bool is_ally = House->Is_Ally(object);
bool is_medic = Combat_Damage() < 0;
bool green_health = object->Health_Ratio() == Rule.ConditionGreen;
if ((is_ally && (!is_medic || green_health)) || (!is_ally && is_medic)) {
BEnd(BENCH_EVAL_OBJECT);
return(false);
}
/*
@ -2016,6 +2036,27 @@ int TechnoClass::Evaluate_Just_Cell(CELL cell) const
}
bool TechnoClass::Is_Cloaked(HousesType house, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(house) && ((Cloak == CLOAKED) || is_invisible);
}
bool TechnoClass::Is_Cloaked(HouseClass const * house, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(house) && ((Cloak == CLOAKED) || is_invisible);
}
bool TechnoClass::Is_Cloaked(ObjectClass const * object, bool check_invisible) const
{
const bool is_invisible = check_invisible && Techno_Type_Class()->IsInvisible;
return !House->Is_Ally(object) && ((Cloak == CLOAKED) || is_invisible);
}
/***********************************************************************************************
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
* *
@ -2448,7 +2489,7 @@ void TechnoClass::AI(void)
** If for some strange reason, the computer is firing upon itself, then
** tell it not to.
*/
if (!House->IsHuman && As_Techno(TarCom) && As_Techno(TarCom)->House->Is_Ally(this)) {
if (!House->IsHuman && As_Techno(TarCom) && As_Techno(TarCom)->House->Is_Ally(this) && Combat_Damage() >= 0) {
//#ifdef FIXIT_CSII // checked - ajw 9/28/98 (commented out)
//if(What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)this==INFANTRY_GENERAL && Session.Type==GAME_NORMAL && House->Class->House==HOUSE_UKRAINE) {
//} else
@ -2773,9 +2814,9 @@ FireErrorType TechnoClass::Can_Fire(TARGET target, int which) const
ObjectClass * object = As_Object(target);
/*
** If the object is completely cloaked, then you can't fire on it.
** If an enemy object is completely cloaked, then you can't fire on it.
*/
if (object != NULL && object->Is_Techno() && ((TechnoClass *)object)->Cloak == CLOAKED) {
if (object != NULL && object->Is_Techno() && ((TechnoClass *)object)->Is_Cloaked(this)) {
return(FIRE_CANT);
}
@ -4187,7 +4228,7 @@ void TechnoClass::Record_The_Kill(TechnoClass * source)
* 07/06/1995 JLB : Created. *
* 09/28/1995 JLB : Uses map scan function. *
*=============================================================================================*/
CELL TechnoClass::Nearby_Location(TechnoClass const * techno) const
CELL TechnoClass::Nearby_Location(TechnoClass const * techno, int locationmod) const
{
assert(IsActive);
@ -4203,7 +4244,7 @@ CELL TechnoClass::Nearby_Location(TechnoClass const * techno) const
cell = Coord_Cell(Center_Coord());
}
return(Map.Nearby_Location(cell, speed, Map[cell].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone));
return(Map.Nearby_Location(cell, speed, Map[cell].Zones[Techno_Type_Class()->MZone], Techno_Type_Class()->MZone, false, locationmod));
}

View file

@ -271,7 +271,7 @@ class TechnoClass : public RadioClass,
bool Is_Ready_To_Cloak(void) const;
virtual int How_Many_Survivors(void) const;
virtual DirType Turret_Facing(void) const {return(PrimaryFacing.Current());}
CELL Nearby_Location(TechnoClass const * from=NULL) const;
CELL Nearby_Location(TechnoClass const * from=NULL, int locationmod=0) const;
TechnoTypeClass * Techno_Type_Class(void) const {return((TechnoTypeClass *)&Class_Of());};
bool Is_Visible_On_Radar(void) const;
int Anti_Air(void) const;
@ -282,6 +282,7 @@ class TechnoClass : public RadioClass,
virtual ActionType What_Action(ObjectClass const * target) const;
virtual BuildingClass * Find_Docking_Bay(StructType b, bool friendly) const;
virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
virtual FireDataType Fire_Data(int) const;
virtual COORDINATE Fire_Coord(int which) const;
virtual DirType Desired_Load_Dir(ObjectClass * , CELL & moveto) const;
virtual DirType Fire_Direction(void) const;
@ -338,6 +339,9 @@ class TechnoClass : public RadioClass,
bool Evaluate_Object(ThreatType method, int mask, int range, TechnoClass const * object, int & value, int zone=-1) const;
int Evaluate_Just_Cell(CELL cell) const;
virtual bool Electric_Zap (COORDINATE target_coord, int which, WindowNumberType window, COORDINATE source_coord=0L, unsigned char * remap=NULL) const;
bool Is_Cloaked(HousesType house, bool check_invisible=false) const;
bool Is_Cloaked(HouseClass const * house, bool check_invisible=false) const;
bool Is_Cloaked(ObjectClass const * object, bool check_invisible=false) const;
/*
** AI.

View file

@ -433,6 +433,13 @@ void UnitClass::AI(void)
*/
Rotation_AI();
/*
** Scatter units off buildings in guard modes.
*/
if (!IsTethered && !IsFiring && !IsDriving && !IsRotating && (Mission == MISSION_GUARD || Mission == MISSION_GUARD_AREA) && MissionQueue == MISSION_NONE && Map[Coord].Cell_Building() != NULL) {
Scatter(0, true, true);
}
/*
** Delete this unit if it finds itself off the edge of the map and it is in
** guard or other static mission mode.
@ -1283,6 +1290,11 @@ void UnitClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET
if (mission == MISSION_HARVEST) {
ArchiveTarget = TARGET_NONE;
} else if (mission == MISSION_ENTER) {
BuildingClass* building = As_Building(destination);
if (building != NULL && *building == STRUCT_REFINERY && building->In_Radio_Contact()) {
building->Transmit_Message(RADIO_OVER_OUT);
}
}
DriveClass::Player_Assign_Mission(mission, target, destination);
}
@ -1704,7 +1716,7 @@ void UnitClass::Per_Cell_Process(PCPType why)
} else {
TechnoClass * contact = Contact_With_Whom();
if (Transmit_Message(RADIO_UNLOADED) == RADIO_RUN_AWAY) {
if (*this == UNIT_HARVESTER && contact && contact->What_Am_I() == RTTI_BUILDING) {
if (*this == UNIT_HARVESTER && contact && contact->What_Am_I() == RTTI_BUILDING && *((BuildingClass*)contact) != STRUCT_REPAIR) {
Assign_Mission(MISSION_HARVEST);
} else if (!Target_Legal(NavCom)) {
Scatter(0, true);
@ -2201,10 +2213,25 @@ int UnitClass::Tiberium_Check(CELL & center, int x, int y)
center = XY_Cell(Cell_X(center)+x, Cell_Y(center)+y);
if ((Session.Type != GAME_NORMAL || (!IsOwnedByPlayer || Map[center].IsMapped))) {
if ((Session.Type != GAME_NORMAL || (!IsOwnedByPlayer || Map[center].Is_Mapped(PlayerPtr)))) {
if (Map[Coord].Zones[Class->MZone] != Map[center].Zones[Class->MZone]) return(0);
if (!Map[center].Cell_Techno() && Map[center].Land_Type() == LAND_TIBERIUM) {
return(Map[center].OverlayData);
int value = 0;
switch (Map[center].Overlay) {
case OVERLAY_GOLD1:
case OVERLAY_GOLD2:
case OVERLAY_GOLD3:
case OVERLAY_GOLD4:
value = Rule.GoldValue;
break;
case OVERLAY_GEMS1:
case OVERLAY_GEMS2:
case OVERLAY_GEMS3:
case OVERLAY_GEMS4:
value = Rule.GemValue*4;
break;
}
return((Map[center].OverlayData+1)*value);
}
}
return(0);
@ -2248,6 +2275,7 @@ bool UnitClass::Goto_Tiberium(int rad)
int tiberium = 0;
int besttiberium = 0;
for (int x = -radius; x <= radius; x++) {
cell = center;
tiberium = Tiberium_Check(cell, x, -radius);
if (tiberium > besttiberium) {
bestcell = cell;
@ -2832,10 +2860,10 @@ int UnitClass::Mission_Harvest(void)
*/
case LOOKING:
/*
** When full of tiberium, just skip to finding a free refinery
** to unload at.
** Slightly hacky; if TarCom is set then skip to finding home state.
*/
if (Tiberium_Load() == 1) {
if (Target_Legal(TarCom)) {
Assign_Target(TARGET_NONE);
Status = FINDHOME;
return(1);
}
@ -3252,7 +3280,7 @@ MoveType UnitClass::Can_Enter_Cell(CELL cell, FacingType ) const
** Cloaked enemy objects are not considered if this is a Find_Path()
** call.
*/
if (!obj->Is_Techno() || ((TechnoClass *)obj)->Cloak != CLOAKED) {
if (!obj->Is_Techno() || !((TechnoClass *)obj)->Is_Cloaked(this)) {
/*
** If this unit can crush infantry, and there is an enemy infantry in the
@ -3530,14 +3558,17 @@ ActionType UnitClass::What_Action(ObjectClass const * object) const
/*
** Special return to friendly refinery action.
*/
if (Is_Owned_By_Player() && House->Class->House == object->Owner() && object->What_Am_I() == RTTI_BUILDING && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object) == RADIO_ROGER) {
bool is_player_controlled = (Session.Type == GAME_NORMAL)
? (House->IsPlayerControl && object->Owner() != HOUSE_NONE && HouseClass::As_Pointer(object->Owner())->IsPlayerControl)
: (Is_Owned_By_Player() && House->Class->House == object->Owner());
if (is_player_controlled && object->What_Am_I() == RTTI_BUILDING && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, (TechnoClass*)object) == RADIO_ROGER) {
action = ACTION_ENTER;
}
/*
** Special return to friendly repair factory action.
*/
if (Is_Owned_By_Player() && House->Class->House == object->Owner() && action == ACTION_SELECT && object->What_Am_I() == RTTI_BUILDING) {
if (is_player_controlled && action == ACTION_SELECT && object->What_Am_I() == RTTI_BUILDING) {
BuildingClass * building = (BuildingClass *)object;
if (building->Class->Type == STRUCT_REPAIR && ((UnitClass *)this)->Transmit_Message(RADIO_CAN_LOAD, building) == RADIO_ROGER && !building->In_Radio_Contact() && !building->Is_Something_Attached()) {
action = ACTION_MOVE;

View file

@ -299,7 +299,7 @@ MoveType VesselClass::Can_Enter_Cell(CELL cell, FacingType ) const
}
TechnoClass * techno = cellptr->Cell_Techno();
if (techno != NULL && techno->Cloak == CLOAKED && !House->Is_Ally(techno)) {
if (techno != NULL && techno->Is_Cloaked(this)) {
return(MOVE_CLOAK);
}
@ -1183,6 +1183,32 @@ Mono_Set_Cursor(0,0);
* HISTORY: *
* 05/13/1996 JLB : Created. *
*=============================================================================================*/
FireDataType VesselClass::Fire_Data(int which) const
{
assert(Vessels.ID(this) == ID);
assert(IsActive);
COORDINATE coord = Center_Coord();
if (*this == VESSEL_CA) {
if (IsSecondShot) {
coord = Coord_Move(coord, PrimaryFacing + DIR_S, 0x0100);
} else {
coord = Coord_Move(coord, PrimaryFacing, 0x0100);
}
coord = Coord_Move(coord, DIR_N, 0x0030);
return{coord,0x0040};
}
if (*this == VESSEL_PT) {
coord = Coord_Move(coord, PrimaryFacing, 0x0080);
coord = Coord_Move(coord, DIR_N, 0x0020);
return{coord,0x0010};
}
return(DriveClass::Fire_Data(which));
}
COORDINATE VesselClass::Fire_Coord(int which) const
{
assert(Vessels.ID(this) == ID);

View file

@ -97,6 +97,7 @@ class VesselClass : public DriveClass
virtual int Mission_Unload(void);
void LST_Open_Door(void);
void LST_Close_Door(void);
virtual FireDataType Fire_Data(int) const;
virtual COORDINATE Fire_Coord(int which) const;
virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const;
virtual void Draw_It(int x, int y, WindowNumberType window) const;

View file

@ -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#57 $
; $Header: //depot/Projects/Mobius/QA/Project/Run/SOURCECODE/REDALERT/WIN32LIB/DrawMisc.cpp#95 $
;***************************************************************************
;** 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 **
;***************************************************************************