September 16th patch update

DLL version incremented
Beacon functionality added
Support for loading screen match preview display
Placeholder handling of new key-bindable mod commands
This commit is contained in:
PG-SteveT 2020-09-16 10:03:04 -07:00
parent e37e174be1
commit fd05be35c1
68 changed files with 1313 additions and 267 deletions

View file

@ -100,6 +100,32 @@
#include "function.h"
#include "COORDA.h"
extern void Logic_Switch_Player_Context(ObjectClass *object);
extern void Logic_Switch_Player_Context(HouseClass *object);
extern void On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type);
extern bool Is_Legacy_Render_Enabled(void);
static int _GapShroudXTable[]={
-1, 0, 1,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-1, 0, 1
};
static int _GapShroudYTable[]={
-3,-3,-3,
-2,-2,-2,-2,-2,
-1,-1,-1,-1,-1,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1,
2, 2, 2, 2, 2,
3, 3, 3
};
/***********************************************************************************************
* Recoil_Adjust -- Adjust pixel values in direction specified. *
* *
@ -290,7 +316,8 @@ UnitClass::UnitClass(UnitType classid, HousesType house) :
ShroudBits(0xFFFFFFFFUL),
ShroudCenter(0),
Reload(0),
SecondaryFacing(PrimaryFacing)
SecondaryFacing(PrimaryFacing),
TiberiumUnloadRefinery(TARGET_NONE)
{
Reload = 0;
House->Tracking_Add(this);
@ -414,6 +441,20 @@ void UnitClass::AI(void)
IsHarvesting = false;
}
/*
** Clear the unload refinery if not haresting or entering a refinery.
*/
if (Class->IsToHarvest) {
if (Mission != MISSION_HARVEST) {
if (Mission != MISSION_ENTER ||
!In_Radio_Contact() ||
Contact_With_Whom()->What_Am_I() != RTTI_BUILDING ||
*((BuildingClass*)Contact_With_Whom()) != STRUCT_REFINERY) {
TiberiumUnloadRefinery = TARGET_NONE;
}
}
}
/*
** Handle combat logic for this unit. It will determine if it has a target and
** if so, if conditions are favorable for firing. When conditions permit, the
@ -2275,29 +2316,47 @@ bool UnitClass::Goto_Tiberium(int rad)
int tiberium = 0;
int besttiberium = 0;
for (int x = -radius; x <= radius; x++) {
/*
** Randomize the corners.
*/
int corner[2];
int corners[4][2] = {
{x, -radius},
{x, +radius},
{-radius, x},
{+radius, x}
};
for (int i = 0; i < 3; i++) {
int j = i + rand() / (RAND_MAX / (4 - i) + 1);
memcpy(&corner, &corners[j], sizeof(corner));
memcpy(&corners[j], &corners[i], sizeof(corner));
memcpy(&corners[i], corner, sizeof(corner));
}
cell = center;
tiberium = Tiberium_Check(cell, x, -radius);
tiberium = Tiberium_Check(cell, corners[0][0], corners[0][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, x, +radius);
tiberium = Tiberium_Check(cell, corners[1][0], corners[1][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, -radius, x);
tiberium = Tiberium_Check(cell, corners[2][0], corners[2][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
}
cell = center;
tiberium = Tiberium_Check(cell, +radius, x);
tiberium = Tiberium_Check(cell, corners[3][0], corners[3][1]);
if (tiberium > besttiberium) {
bestcell = cell;
besttiberium = tiberium;
@ -2411,10 +2470,6 @@ bool UnitClass::Harvesting(void)
* HISTORY: *
* 07/18/1994 JLB : Created. *
*=============================================================================================*/
extern void Logic_Switch_Player_Context(ObjectClass *object);
extern void Logic_Switch_Player_Context(HouseClass *object);
extern void On_Special_Weapon_Targetting(const HouseClass* player_ptr, SpecialWeaponType weapon_type);
int UnitClass::Mission_Unload(void)
{
assert(Units.ID(this) == ID);
@ -2871,6 +2926,7 @@ int UnitClass::Mission_Harvest(void)
/*
** Look for ore where we last found some - mine the same patch
*/
TiberiumUnloadRefinery = TARGET_NONE;
if (Target_Legal(ArchiveTarget)) {
Assign_Destination(ArchiveTarget);
ArchiveTarget = 0;
@ -2952,24 +3008,17 @@ int UnitClass::Mission_Harvest(void)
if (!Target_Legal(NavCom)) {
/*
** Find nearby refinery and head to it?
** Find nearby refinery and head to it.
*/
BuildingClass * nearest = Find_Docking_Bay(STRUCT_REFINERY, false);
/*
** Since the refinery said it was ok to load, establish radio
** contact with the refinery and then await docking orders.
*/
if (nearest != NULL && Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Status = HEADINGHOME;
if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
Speak(VOX_NEED_MO_CAPACITY);
}
} else {
ScenarioInit++;
nearest = Find_Docking_Bay(STRUCT_REFINERY, false);
ScenarioInit--;
if (nearest != NULL) {
BuildingClass * nearest = Find_Best_Refinery();
if (nearest != NULL) {
TiberiumUnloadRefinery = nearest->As_Target();
if (Transmit_Message(RADIO_HELLO, nearest) == RADIO_ROGER) {
Status = HEADINGHOME;
if (nearest->House == PlayerPtr && (PlayerPtr->Capacity - PlayerPtr->Tiberium) < 300 && PlayerPtr->Capacity > 500 && (PlayerPtr->ActiveBScan & (STRUCTF_REFINERY | STRUCTF_CONST))) {
Speak(VOX_NEED_MO_CAPACITY);
}
} else {
Assign_Destination(::As_Target(Nearby_Location(nearest)));
}
}
@ -2990,6 +3039,7 @@ int UnitClass::Mission_Harvest(void)
** no where to go.
*/
case GOINGTOIDLE:
TiberiumUnloadRefinery = TARGET_NONE;
if (IsUseless) {
if (House->ActiveBScan & STRUCTF_REPAIR) {
Assign_Mission(MISSION_REPAIR);
@ -4363,6 +4413,103 @@ fixed UnitClass::Tiberium_Load(void) const
}
BuildingClass* UnitClass::Tiberium_Unload_Refinery(void) const
{
return Target_Legal(TiberiumUnloadRefinery) ? As_Building(TiberiumUnloadRefinery) : NULL;
}
struct RefineryData
{
BuildingClass* Refinery;
int Distance;
int Harvesters;
};
static bool operator==(const RefineryData& lhs, const RefineryData& rhs)
{
return lhs.Refinery == rhs.Refinery;
}
static bool operator!=(const RefineryData& lhs, const RefineryData& rhs)
{
return !(lhs == rhs);
}
static int _refinery_compare(const void * left, const void * right)
{
const RefineryData& lhs = *reinterpret_cast<const RefineryData*>(left);
const RefineryData& rhs = *reinterpret_cast<const RefineryData*>(right);
if (lhs.Distance < rhs.Distance) {
return -1;
} else if (rhs.Distance < lhs.Distance) {
return 1;
}
return 0;
}
BuildingClass* UnitClass::Find_Best_Refinery(void) const
{
static DynamicVectorClass<RefineryData> _refineries;
_refineries.Clear();
for (int i = 0; i < Buildings.Count(); ++i) {
BuildingClass* refinery = Buildings.Ptr(i);
if (refinery != NULL &&
refinery->House == House &&
!refinery->IsInLimbo &&
*refinery == STRUCT_REFINERY &&
Map[refinery->Center_Coord()].Zones[Techno_Type_Class()->MZone] == Map[Center_Coord()].Zones[Techno_Type_Class()->MZone]) {
_refineries.Add(RefineryData{ refinery, Distance(refinery), 0 });
}
}
// Base case for zero or one refineries.
if (_refineries.Count() == 0) {
return NULL;
} else if (_refineries.Count() == 1) {
return _refineries[0].Refinery;
}
// Count harvesters going to each refinery as well as the total.
int num_harvesters = 0;
for (int i = 0; i < Units.Count(); ++i) {
UnitClass* unit = Units.Ptr(i);
if (unit->IsActive && Class->IsToHarvest && unit->House == House) {
BuildingClass* refinery = unit->Tiberium_Unload_Refinery();
if (refinery != NULL) {
int index = _refineries.ID(RefineryData{ refinery });
assert(index >= 0);
_refineries[index].Harvesters++;
num_harvesters++;
}
}
}
// Sort by distance (special case for 2 refineries as that's a single swap).
if (_refineries.Count() == 2) {
if (_refineries[0].Distance > _refineries[1].Distance) {
RefineryData temp = _refineries[0];
_refineries[0] = _refineries[1];
_refineries[1] = temp;
}
} 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;
}
/***********************************************************************************************
* UnitClass::Offload_Tiberium_Bail -- Offloads one Tiberium quantum from the object. *
* *
@ -4517,7 +4664,7 @@ void UnitClass::Overrun_Square(CELL cell, bool threaten)
if (object->Height == 0) {
AnimClass* anim = new AnimClass(ANIM_CORPSE1, object->Center_Coord());
if (anim != NULL) {
anim->OwnerHouse = object->Owner();
anim->Set_Owner(object->Owner());
}
}
object->Record_The_Kill(this);
@ -5022,64 +5169,143 @@ bool UnitClass::Limbo(void)
return(false);
}
/***********************************************************************************************
* UnitClass::Apply_Temporary_Jamming_Shroud -- Apply a temporary gap generator shroud effect *
* *
* This is intended as a temporary effect that is active only during export of the *
* shroud data *
* *
* INPUT: House to apply effect for *
* *
* OUTPUT: Bitmask of cells that effect was applied to *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/19/2020 12:13PM ST : Created. *
*=============================================================================================*/
unsigned int UnitClass::Apply_Temporary_Jamming_Shroud(HouseClass *house_to_apply_for)
{
unsigned int shroud_bits_applied = 0;
if (!IsActive || !Strength) {
return shroud_bits_applied;
}
if (!Class->IsGapper) {
return shroud_bits_applied;
}
CELL shroud_center = Coord_Cell(Center_Coord());
int centerx = Cell_X(shroud_center);
int centery = Cell_Y(shroud_center);
CELL trycell;
for (int index = 0; index < 31; index++) {
shroud_bits_applied <<= 1;
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
if (Map[trycell].Is_Mapped(house_to_apply_for)) {
Map.Jam_Cell(trycell, House);
shroud_bits_applied |= 1;
}
}
if (shroud_bits_applied) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, house_to_apply_for);
}
return shroud_bits_applied;
}
/***********************************************************************************************
* UnitClass::Unapply_Temporary_Jamming_Shroud -- Remove temporary gap generator shroud effect *
* *
* Remove gap effect added by Apply_Temporary_Jamming_Shroud *
* *
* INPUT: House to unapply effect for *
* Bitmask of cells that effect was applied to *
* *
* OUTPUT: *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 8/19/2020 12:16PM ST : Created. *
*=============================================================================================*/
void UnitClass::Unapply_Temporary_Jamming_Shroud(HouseClass *house_to_unapply_for, unsigned int shroud_bits_applied)
{
if (!IsActive || !Strength) {
return;
}
if (!Class->IsGapper) {
return;
}
CELL shroud_center = Coord_Cell(Center_Coord());
int centerx = Cell_X(shroud_center);
int centery = Cell_Y(shroud_center);
CELL trycell;
for (int index = 30; index >= 0 && shroud_bits_applied; index--) {
if (shroud_bits_applied & 1) {
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
Map.UnJam_Cell(trycell, House);
Map.Map_Cell(trycell, house_to_unapply_for);
}
shroud_bits_applied >>= 1;
}
}
/*
** Updated for client/server multiplayer - ST 8/12/2019 11:46AM
*/
void UnitClass::Shroud_Regen(void)
{
if (Class->IsGapper/*KO && !House->IsPlayerControl*/) {
static int _xtab[]={
-1, 0, 1,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-2,-1, 0, 1, 2,
-1, 0, 1
};
static int _ytab[]={
-3,-3,-3,
-2,-2,-2,-2,-2,
-1,-1,-1,-1,-1,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1,
2, 2, 2, 2, 2,
3, 3, 3
};
int index;
int centerx, centery;
CELL trycell;
// Only restore under the shroud if it's a valid field.
if (ShroudBits != (unsigned)-1L) {
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 30; index >= 0 && ShroudBits; index--) {
if (ShroudBits & 1) {
trycell = XY_Cell(centerx + _xtab[index], centery + _ytab[index]);
#if(0)
Map.Map_Cell(trycell, PlayerPtr);
#else
Map.UnJam_Cell(trycell, House);
Map.Map_Cell(trycell, House);
#endif
if (Session.Type != GAME_GLYPHX_MULTIPLAYER || Is_Legacy_Render_Enabled()) {
// Only restore under the shroud if it's a valid field.
if (ShroudBits != (unsigned)-1L) {
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 30; index >= 0 && ShroudBits; index--) {
if (ShroudBits & 1) {
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
#if(0)
Map.Map_Cell(trycell, PlayerPtr);
#else
Map.UnJam_Cell(trycell, House);
Map.Map_Cell(trycell, House);
#endif
}
ShroudBits >>= 1;
}
ShroudBits >>= 1;
}
}
if(IsActive && Strength) {
// Now shroud around the new center
ShroudBits = 0L;
ShroudCenter = Coord_Cell(Center_Coord());
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 0; index < 31; index++) {
ShroudBits <<= 1;
trycell = XY_Cell(centerx + _xtab[index], centery + _ytab[index]);
if (Map[trycell].Is_Mapped(House)) {
Map.Jam_Cell(trycell, House);
ShroudBits |= 1;
if(IsActive && Strength) {
// Now shroud around the new center
ShroudBits = 0L;
ShroudCenter = Coord_Cell(Center_Coord());
centerx = Cell_X(ShroudCenter);
centery = Cell_Y(ShroudCenter);
for (index = 0; index < 31; index++) {
ShroudBits <<= 1;
trycell = XY_Cell(centerx + _GapShroudXTable[index], centery + _GapShroudYTable[index]);
if (Map[trycell].Is_Mapped(House)) {
Map.Jam_Cell(trycell, House);
ShroudBits |= 1;
}
}
}
}
@ -5094,14 +5320,15 @@ void UnitClass::Shroud_Regen(void)
} else {
for (int i = 0; i < Session.Players.Count(); i++) {
HouseClass *player_house = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_house->IsHuman && player_house != House) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, player_house);
if (Is_Legacy_Render_Enabled()) {
for (int i = 0; i < Session.Players.Count(); i++) {
HouseClass *player_house = HouseClass::As_Pointer(Session.Players[i]->Player.ID);
if (player_house->IsHuman && player_house != House) {
Map.Constrained_Look(Coord, 5 * CELL_LEPTON_W, player_house);
}
}
}
}
}
}