mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-11 23:50:51 +02:00
August patch integration: Merge branch 'master' of https://github.com/electronicarts/CnC_Remastered_Collection
This commit is contained in:
@@ -359,7 +359,7 @@ static AnimTypeClass const LZSmoke(
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72, // Loop start frame number.
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72, // Loop start frame number.
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91, // Ending frame of loop back.
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91, // Ending frame of loop back.
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-1, // Number of animation stages.
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-1, // Number of animation stages.
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255, // Number of times the animation loops.
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127, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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ANIM_NONE
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);
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);
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@@ -1127,7 +1127,7 @@ static AnimTypeClass const OilFieldBurn(
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33, // Loop start frame number.
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33, // Loop start frame number.
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99, // Ending frame of loop back.
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99, // Ending frame of loop back.
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66, // Number of animation stages.
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66, // Number of animation stages.
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65535, // Number of times the animation loops.
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127, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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ANIM_NONE
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);
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);
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@@ -1955,9 +1955,17 @@ void AircraftClass::Enter_Idle_Mode(bool )
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/*
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/*
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** Normal aircraft try to find a good landing spot to rest.
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** Normal aircraft try to find a good landing spot to rest.
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*/
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*/
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BuildingClass * building = Find_Docking_Bay(Class->Building, false);
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BuildingClass * building = NULL;
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if (In_Radio_Contact() && Contact_With_Whom()->What_Am_I() == RTTI_BUILDING) {
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building = (BuildingClass *)Contact_With_Whom();
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} else {
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building = Find_Docking_Bay(Class->Building, false);
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if (Transmit_Message(RADIO_HELLO, building) != RADIO_ROGER) {
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building = NULL;
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}
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}
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Assign_Destination(TARGET_NONE);
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Assign_Destination(TARGET_NONE);
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if (building != NULL && Transmit_Message(RADIO_HELLO, building) == RADIO_ROGER) {
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if (building != NULL) {
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if (Class->IsFixedWing) {
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if (Class->IsFixedWing) {
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Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip
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Status = 0; //BG - reset the mission status to avoid landing on the ground next to the airstrip
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if (IsLanding) {
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if (IsLanding) {
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@@ -2374,7 +2382,7 @@ ActionType AircraftClass::What_Action(CELL cell) const
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ActionType action = FootClass::What_Action(cell);
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ActionType action = FootClass::What_Action(cell);
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//using function for IsVisible so we have different results for different players - JAS 2019/09/30
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//using function for IsVisible so we have different results for different players - JAS 2019/09/30
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if (action == ACTION_MOVE && !Map[cell].Is_Visible(PlayerPtr)) {
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if ((action == ACTION_MOVE || action == ACTION_ATTACK) && !Map[cell].Is_Visible(PlayerPtr)) {
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action = ACTION_NOMOVE;
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action = ACTION_NOMOVE;
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}
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}
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@@ -3075,7 +3083,7 @@ MoveType AircraftClass::Can_Enter_Cell(CELL cell, FacingType ) const
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if (occupier == NULL ||
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if (occupier == NULL ||
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!occupier->Is_Techno() ||
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!occupier->Is_Techno() ||
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((TechnoClass *)occupier)->House->Is_Ally(House) ||
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((TechnoClass *)occupier)->House->Is_Ally(House) ||
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(((TechnoClass *)occupier)->Cloak != CLOAKED &&
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(!((TechnoClass *)occupier)->Is_Cloaked(this) &&
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(ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) )
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(ScenarioInit == 0 && (occupier->What_Am_I() != RTTI_BUILDING || !((BuildingClass*)occupier)->Class->IsInvisible)) )
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) {
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) {
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@@ -3135,9 +3143,10 @@ TARGET AircraftClass::Good_Fire_Location(TARGET target) const
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for (int face = 0; face < 255; face += 16) {
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for (int face = 0; face < 255; face += 16) {
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COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r);
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COORDINATE newcoord = Coord_Move(tcoord, (DirType)face, r);
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CELL newcell = Coord_Cell(newcoord);
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CELL newcell = Coord_Cell(newcoord);
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CELL actualcell = Coord_Cell(Coord_Sub(newcoord, XY_Coord(0, FLIGHT_LEVEL)));
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//using function for IsVisible so we have different results for different players - JAS 2019/09/30
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//using function for IsVisible so we have different results for different players - JAS 2019/09/30
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if (Map.In_Radar(newcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
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if (Map.In_Radar(actualcell) && (Session.Type != GAME_NORMAL || Map[newcell].Is_Visible(PlayerPtr)) && Cell_Seems_Ok(newcell, true)) {
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int dist;
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int dist;
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if (altcoord != 0) {
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if (altcoord != 0) {
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dist = ::Distance(newcoord, altcoord);
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dist = ::Distance(newcoord, altcoord);
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@@ -578,7 +578,7 @@ IsTheaterShape = false;
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|
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AnimClass::Unlimbo(coord);
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AnimClass::Unlimbo(coord);
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|
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VisibleFlags = 0xffff;
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VisibleFlags = static_cast<unsigned int>(-1);
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|
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/*
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/*
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** Drop zone smoke always reveals the map around itself.
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** Drop zone smoke always reveals the map around itself.
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@@ -817,10 +817,10 @@ void AnimClass::AI(void)
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int damage = Accum;
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int damage = Accum;
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Accum -= damage;
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Accum -= damage;
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if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
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if (As_Object(xObject)->Take_Damage(damage, 0, WARHEAD_FIRE) == RESULT_DESTROYED) {
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delete this;
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if (Target_Legal(VirtualAnimTarget)) {
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if (Target_Legal(VirtualAnimTarget)) {
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delete As_Animation(VirtualAnimTarget);
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delete As_Animation(VirtualAnimTarget);
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}
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}
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delete this;
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return;
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return;
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}
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}
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}
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}
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@@ -1177,8 +1177,12 @@ void AnimClass::Detach(TARGET target, bool all)
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assert(IsActive);
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assert(IsActive);
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|
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if (all) {
|
if (all) {
|
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if (VirtualAnimTarget && VirtualAnimTarget == target) {
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if (Target_Legal(VirtualAnimTarget) && VirtualAnimTarget == target) {
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VirtualAnimTarget = TARGET_NONE;
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VirtualAnimTarget = TARGET_NONE;
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|
if (IsInvisible) {
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|
IsToDelete = true;
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|
Mark(MARK_UP);
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||||||
|
}
|
||||||
}
|
}
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if (xObject == target) {
|
if (xObject == target) {
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Map.Remove(this, In_Which_Layer());
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Map.Remove(this, In_Which_Layer());
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@@ -173,7 +173,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
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case RADIO_CAN_LOAD:
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case RADIO_CAN_LOAD:
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TechnoClass::Receive_Message(from, message, param);
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TechnoClass::Receive_Message(from, message, param);
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if (!House->Is_Ally(from)) return(RADIO_STATIC);
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if (!House->Is_Ally(from)) return(RADIO_STATIC);
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if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && In_Radio_Contact() && Contact_With_Whom() != from)) return(RADIO_NEGATIVE);
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if (Mission == MISSION_CONSTRUCTION || Mission == MISSION_DECONSTRUCTION || BState == BSTATE_CONSTRUCTION || (!ScenarioInit && Class->Type != STRUCT_REFINERY && In_Radio_Contact())) return(RADIO_NEGATIVE);
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switch (Class->Type) {
|
switch (Class->Type) {
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case STRUCT_AIRSTRIP:
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case STRUCT_AIRSTRIP:
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if (from->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass const *)from)->Class->IsFixedWing) {
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if (from->What_Am_I() == RTTI_AIRCRAFT && ((AircraftClass const *)from)->Class->IsFixedWing) {
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@@ -200,7 +200,7 @@ RadioMessageType BuildingClass::Receive_Message(RadioClass * from, RadioMessageT
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|||||||
*((UnitClass *)from) == UNIT_HARVESTER &&
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*((UnitClass *)from) == UNIT_HARVESTER &&
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(ScenarioInit || !Is_Something_Attached())) {
|
(ScenarioInit || !Is_Something_Attached())) {
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|
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return(RADIO_ROGER);
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return((Contact_With_Whom() != from) ? RADIO_ROGER : RADIO_NEGATIVE);
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}
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}
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break;
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break;
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@@ -2588,13 +2588,21 @@ void BuildingClass::Grand_Opening(bool captured)
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** to place it in a nearby location.
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** to place it in a nearby location.
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*/
|
*/
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if (!unit->Unlimbo(Cell_Coord(cell), DIR_W)) {
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if (!unit->Unlimbo(Cell_Coord(cell), DIR_W)) {
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cell = unit->Nearby_Location(this);
|
/*
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|
** Check multiple times for clear locations.
|
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|
*/
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|
for (int i = 0; i < 10; i++) {
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|
cell = unit->Nearby_Location(this, i);
|
||||||
|
if (unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
|
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|
break;
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||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
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** If the harvester could still not be placed, then refund the money
|
** If the harvester could still not be placed, then refund the money
|
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** to the owner and then bail.
|
** to the owner and then bail.
|
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*/
|
*/
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if (!unit->Unlimbo(Cell_Coord(cell), DIR_SW)) {
|
if (unit->IsInLimbo) {
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House->Refund_Money(unit->Class->Cost_Of());
|
House->Refund_Money(unit->Class->Cost_Of());
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delete unit;
|
delete unit;
|
||||||
}
|
}
|
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@@ -3742,9 +3750,16 @@ 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
|
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|
if (House->IsPlayerControl) {
|
||||||
|
Sound_Effect(VOC_CASHTURN, Coord);
|
||||||
|
}
|
||||||
|
#else
|
||||||
Sound_Effect(VOC_CASHTURN, Coord);
|
Sound_Effect(VOC_CASHTURN, Coord);
|
||||||
}
|
#endif
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Destroy all attached objects. ST - 4/24/2020 9:38PM
|
** Destroy all attached objects. ST - 4/24/2020 9:38PM
|
||||||
|
|||||||
+11
-2
@@ -2818,9 +2818,18 @@ void CellClass::Flag_Create(void)
|
|||||||
{
|
{
|
||||||
if (!CTFFlag) {
|
if (!CTFFlag) {
|
||||||
CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord());
|
CTFFlag = new AnimClass(ANIM_FLAG, Cell_Coord());
|
||||||
if (CTFFlag) {
|
if (CTFFlag == NULL) {
|
||||||
CTFFlag->OwnerHouse = Owner;
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -3618,6 +3618,15 @@ typedef enum OptionControlType : char {
|
|||||||
} OptionControlType;
|
} 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)
|
#define size_of(typ,id) sizeof(((typ*)0)->id)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -3122,9 +3122,9 @@ int DisplayClass::TacticalClass::Action(unsigned flags, KeyNumType & key)
|
|||||||
object = Map.Close_Object(coord);
|
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;
|
object = NULL;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -384,6 +384,8 @@ bool MPSuperWeaponDisable = false;
|
|||||||
bool ShareAllyVisibility = true;
|
bool ShareAllyVisibility = true;
|
||||||
bool UseGlyphXStartLocations = true;
|
bool UseGlyphXStartLocations = true;
|
||||||
|
|
||||||
|
SpecialClass* SpecialBackup = NULL;
|
||||||
|
|
||||||
|
|
||||||
int GetRandSeed()
|
int GetRandSeed()
|
||||||
{
|
{
|
||||||
@@ -670,6 +672,8 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scena
|
|||||||
|
|
||||||
Special.IsEarlyWin = game_options.DestroyStructures;
|
Special.IsEarlyWin = game_options.DestroyStructures;
|
||||||
|
|
||||||
|
Special.ModernBalance = game_options.ModernBalance;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Enable Counterstrike/Aftermath units
|
** Enable Counterstrike/Aftermath units
|
||||||
*/
|
*/
|
||||||
@@ -714,6 +718,13 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Set_Multiplayer_Data(int scena
|
|||||||
*/
|
*/
|
||||||
Rule.IsSmartDefense = true;
|
Rule.IsSmartDefense = true;
|
||||||
|
|
||||||
|
/*
|
||||||
|
** Backup special
|
||||||
|
*/
|
||||||
|
if (SpecialBackup != NULL) {
|
||||||
|
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1527,7 +1538,7 @@ 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
|
if (Frame <= 10) { // Don't spam forever, but useful to know that we actually started advancing
|
||||||
GlyphX_Debug_Print("CNC_Advance_Instance - RA");
|
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.
|
** 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
|
** Might make tbe bugs more repeatable and consistent. ST - 3/15/2019 11:58AM
|
||||||
@@ -1538,6 +1549,13 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player
|
|||||||
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0]);
|
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
|
#ifdef FIXIT_CSII // checked - ajw 9/28/98
|
||||||
TimeQuake = PendingTimeQuake;
|
TimeQuake = PendingTimeQuake;
|
||||||
PendingTimeQuake = false;
|
PendingTimeQuake = false;
|
||||||
@@ -1730,6 +1748,15 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Advance_Instance(uint64 player
|
|||||||
//Sync_Delay();
|
//Sync_Delay();
|
||||||
//DLLExportClass::Set_Event_Callback(NULL);
|
//DLLExportClass::Set_Event_Callback(NULL);
|
||||||
Color_Cycle();
|
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);
|
return(GameActive);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1775,6 +1802,12 @@ extern "C" __declspec(dllexport) bool __cdecl CNC_Save_Load(bool save, const cha
|
|||||||
}
|
}
|
||||||
|
|
||||||
result = Load_Game(file_path_and_name);
|
result = Load_Game(file_path_and_name);
|
||||||
|
|
||||||
|
// MBL 07.21.2020
|
||||||
|
if (result == false)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0], true);
|
DLLExportClass::Set_Player_Context(DLLExportClass::GlyphxPlayerIDs[0], true);
|
||||||
Set_Logic_Page(SeenBuff);
|
Set_Logic_Page(SeenBuff);
|
||||||
@@ -1995,6 +2028,11 @@ void DLLExportClass::Init(void)
|
|||||||
CurrentLocalPlayerIndex = 0;
|
CurrentLocalPlayerIndex = 0;
|
||||||
|
|
||||||
MessagesSent.clear();
|
MessagesSent.clear();
|
||||||
|
|
||||||
|
if (SpecialBackup == NULL) {
|
||||||
|
SpecialBackup = new SpecialClass;
|
||||||
|
}
|
||||||
|
memcpy(SpecialBackup, &Special, sizeof(SpecialClass));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -2011,6 +2049,9 @@ void DLLExportClass::Init(void)
|
|||||||
**************************************************************************************************/
|
**************************************************************************************************/
|
||||||
void DLLExportClass::Shutdown(void)
|
void DLLExportClass::Shutdown(void)
|
||||||
{
|
{
|
||||||
|
delete SpecialBackup;
|
||||||
|
SpecialBackup = NULL;
|
||||||
|
|
||||||
for (int i=0 ; i<ModSearchPaths.Count() ; i++) {
|
for (int i=0 ; i<ModSearchPaths.Count() ; i++) {
|
||||||
delete [] ModSearchPaths[i];
|
delete [] ModSearchPaths[i];
|
||||||
}
|
}
|
||||||
@@ -3117,6 +3158,7 @@ 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)
|
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];
|
CNCObjectStruct& new_object = ObjectList->Objects[TotalObjectCount + CurrentDrawCount];
|
||||||
|
memset(&new_object, 0, sizeof(new_object));
|
||||||
Convert_Type(object, new_object);
|
Convert_Type(object, new_object);
|
||||||
if (new_object.Type == UNKNOWN) {
|
if (new_object.Type == UNKNOWN) {
|
||||||
return;
|
return;
|
||||||
@@ -4259,6 +4301,8 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
|
||||||
|
|
||||||
sidebar_entry.AssetName[0] = 0;
|
sidebar_entry.AssetName[0] = 0;
|
||||||
sidebar_entry.Type = UNKNOWN;
|
sidebar_entry.Type = UNKNOWN;
|
||||||
sidebar_entry.BuildableID = Map.Column[c].Buildables[b].BuildableID;
|
sidebar_entry.BuildableID = Map.Column[c].Buildables[b].BuildableID;
|
||||||
@@ -4271,7 +4315,7 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
|
|||||||
sidebar_entry.SuperWeaponType = SW_NONE;
|
sidebar_entry.SuperWeaponType = SW_NONE;
|
||||||
|
|
||||||
if (tech) {
|
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.PowerProvided = 0;
|
||||||
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
|
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);
|
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
|
||||||
@@ -4414,6 +4458,8 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
memset(&sidebar_entry, 0, sizeof(sidebar_entry));
|
||||||
|
|
||||||
sidebar_entry.AssetName[0] = 0;
|
sidebar_entry.AssetName[0] = 0;
|
||||||
sidebar_entry.Type = UNKNOWN;
|
sidebar_entry.Type = UNKNOWN;
|
||||||
sidebar_entry.BuildableID = context_sidebar->Column[c].Buildables[b].BuildableID;
|
sidebar_entry.BuildableID = context_sidebar->Column[c].Buildables[b].BuildableID;
|
||||||
@@ -4426,7 +4472,13 @@ bool DLLExportClass::Get_Sidebar_State(uint64 player_id, unsigned char *buffer_i
|
|||||||
sidebar_entry.SuperWeaponType = SW_NONE;
|
sidebar_entry.SuperWeaponType = SW_NONE;
|
||||||
|
|
||||||
if (tech) {
|
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.PowerProvided = 0;
|
||||||
sidebar_entry.BuildTime = tech->Time_To_Build(PlayerPtr->Class->House); // sidebar_entry.BuildTime = tech->Time_To_Build() / 60;
|
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);
|
strncpy(sidebar_entry.AssetName, tech->IniName, CNC_OBJECT_ASSET_NAME_LENGTH);
|
||||||
@@ -8345,10 +8397,16 @@ bool DLLExportClass::Save(Pipe & pipe)
|
|||||||
|
|
||||||
pipe.Put(&Special, sizeof(Special));
|
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(¬_allow_super_weapons, sizeof(not_allow_super_weapons));
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Room for save game expansion
|
** Room for save game expansion
|
||||||
*/
|
*/
|
||||||
unsigned char padding[4096];
|
unsigned char padding[4095];
|
||||||
memset(padding, 0, sizeof(padding));
|
memset(padding, 0, sizeof(padding));
|
||||||
|
|
||||||
pipe.Put(padding, sizeof(padding));
|
pipe.Put(padding, sizeof(padding));
|
||||||
@@ -8431,7 +8489,23 @@ bool DLLExportClass::Load(Straw & file)
|
|||||||
return false;
|
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(¬_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)) {
|
if (file.Get(padding, sizeof(padding)) != sizeof(padding)) {
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
@@ -732,7 +732,7 @@ struct CNCMultiplayerOptionsStruct {
|
|||||||
int MPlayerCount; // # of human players in this game
|
int MPlayerCount; // # of human players in this game
|
||||||
int MPlayerBases; // 1 = bases are on for this scenario
|
int MPlayerBases; // 1 = bases are on for this scenario
|
||||||
int MPlayerCredits; // # credits everyone gets
|
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 MPlayerGoodies; // 1 = goodies enabled for this scenario
|
||||||
int MPlayerGhosts; // 1 = houses with no players will still play
|
int MPlayerGhosts; // 1 = houses with no players will still play
|
||||||
int MPlayerSolo; // 1 = allows a single-player net game
|
int MPlayerSolo; // 1 = allows a single-player net game
|
||||||
@@ -744,6 +744,7 @@ struct CNCMultiplayerOptionsStruct {
|
|||||||
bool MPlayerAftermathUnits;
|
bool MPlayerAftermathUnits;
|
||||||
bool CaptureTheFlag;
|
bool CaptureTheFlag;
|
||||||
bool DestroyStructures; // New early win condition via destroying all a player's structures
|
bool DestroyStructures; // New early win condition via destroying all a player's structures
|
||||||
|
bool ModernBalance;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -603,7 +603,7 @@ void EventClass::Execute(void)
|
|||||||
//2019/09/19 JAS - Visibility needs to be determined per player
|
//2019/09/19 JAS - Visibility needs to be determined per player
|
||||||
if (Data.Anim.Owner == HOUSE_NONE || Data.Anim.What != ANIM_MOVE_FLASH)
|
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
|
else
|
||||||
{
|
{
|
||||||
@@ -761,6 +761,12 @@ void EventClass::Execute(void)
|
|||||||
techno->Assign_Target(TARGET_NONE);
|
techno->Assign_Target(TARGET_NONE);
|
||||||
techno->Assign_Destination(Data.MegaMission.Target.As_TARGET());
|
techno->Assign_Destination(Data.MegaMission.Target.As_TARGET());
|
||||||
techno->ArchiveTarget = 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 {
|
} else {
|
||||||
if (q && techno->Is_Foot()) {
|
if (q && techno->Is_Foot()) {
|
||||||
((FootClass *)techno)->Queue_Navigation_List(Data.MegaMission.Destination.As_TARGET());
|
((FootClass *)techno)->Queue_Navigation_List(Data.MegaMission.Destination.As_TARGET());
|
||||||
|
|||||||
+13
-1
@@ -1741,7 +1741,19 @@ int FootClass::Mission_Enter(void)
|
|||||||
** Since there is no potential object to enter, then abort this
|
** Since there is no potential object to enter, then abort this
|
||||||
** mission with some default standby mission.
|
** 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));
|
return(MissionControl[Mission].Normal_Delay() + Random_Pick(0, 2));
|
||||||
|
|||||||
+86
-12
@@ -923,7 +923,7 @@ void HouseClass::AI(void)
|
|||||||
** production and team creation as well. This is also true if the IQ is high enough to
|
** production and team creation as well. This is also true if the IQ is high enough to
|
||||||
** being base building.
|
** being base building.
|
||||||
*/
|
*/
|
||||||
if (IsBaseBuilding || IQ >= Rule.IQProduction) {
|
if (!IsHuman && (IsBaseBuilding || IQ >= Rule.IQProduction)) {
|
||||||
IsBaseBuilding = true;
|
IsBaseBuilding = true;
|
||||||
IsStarted = true;
|
IsStarted = true;
|
||||||
IsAlerted = true;
|
IsAlerted = true;
|
||||||
@@ -959,6 +959,9 @@ void HouseClass::AI(void)
|
|||||||
if (IsToDie && BorrowedTime == 0) {
|
if (IsToDie && BorrowedTime == 0) {
|
||||||
IsToDie = false;
|
IsToDie = false;
|
||||||
Blowup_All();
|
Blowup_All();
|
||||||
|
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
||||||
|
MPlayer_Defeated();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -1153,7 +1156,7 @@ void HouseClass::AI(void)
|
|||||||
}
|
}
|
||||||
|
|
||||||
#ifdef FIXIT_VERSION_3 // For endgame auto-sonar pulse.
|
#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 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
|
if( VQuantity[ VESSEL_SS ] > 0 ) // Includes count of VESSEL_MISSILESUBs. ajw
|
||||||
@@ -1820,12 +1823,18 @@ void HouseClass::Attacked(BuildingClass* source)
|
|||||||
{
|
{
|
||||||
assert(Houses.ID(this) == ID);
|
assert(Houses.ID(this) == ID);
|
||||||
|
|
||||||
|
bool expired = SpeakAttackDelay == 0;
|
||||||
|
bool spoke = false;
|
||||||
|
|
||||||
#ifdef FIXIT_BASE_ANNOUNCE
|
#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
|
#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
|
#endif
|
||||||
Speak(VOX_BASE_UNDER_ATTACK, NULL, source ? source->Center_Coord() : 0);
|
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
|
// 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
|
// SpeakAttackDelay = Options.Normalize_Delay(TICKS_PER_MINUTE * Rule.SpeakDelay); // 2 minutes
|
||||||
@@ -1840,6 +1849,22 @@ void HouseClass::Attacked(BuildingClass* source)
|
|||||||
HouseTriggers[Class->House][index]->Spring(TEVENT_ATTACKED);
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -3760,6 +3785,13 @@ 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:
|
** If this is me:
|
||||||
** - Set MPlayerObiWan, so I can only send messages to all players, and
|
** - Set MPlayerObiWan, so I can only send messages to all players, and
|
||||||
@@ -4101,7 +4133,14 @@ void HouseClass::Blowup_All(void)
|
|||||||
*/
|
*/
|
||||||
count = 0;
|
count = 0;
|
||||||
while (::Units.Ptr(i)==uptr && uptr->Strength) {
|
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);
|
uptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
|
||||||
count++;
|
count++;
|
||||||
if (count > 5 && uptr->IsActive) {
|
if (count > 5 && uptr->IsActive) {
|
||||||
@@ -4120,7 +4159,13 @@ void HouseClass::Blowup_All(void)
|
|||||||
if (::Aircraft.Ptr(i)->House == this && !::Aircraft.Ptr(i)->IsInLimbo) {
|
if (::Aircraft.Ptr(i)->House == this && !::Aircraft.Ptr(i)->IsInLimbo) {
|
||||||
AircraftClass * aptr = ::Aircraft.Ptr(i);
|
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);
|
aptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
|
||||||
if (!aptr->IsActive) {
|
if (!aptr->IsActive) {
|
||||||
i--;
|
i--;
|
||||||
@@ -4135,7 +4180,13 @@ void HouseClass::Blowup_All(void)
|
|||||||
if (::Vessels.Ptr(i)->House == this && !::Vessels.Ptr(i)->IsInLimbo) {
|
if (::Vessels.Ptr(i)->House == this && !::Vessels.Ptr(i)->IsInLimbo) {
|
||||||
VesselClass * vptr = ::Vessels.Ptr(i);
|
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);
|
vptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
|
||||||
if (!vptr->IsActive) {
|
if (!vptr->IsActive) {
|
||||||
i--;
|
i--;
|
||||||
@@ -4153,7 +4204,14 @@ void HouseClass::Blowup_All(void)
|
|||||||
|
|
||||||
count = 0;
|
count = 0;
|
||||||
while (Buildings.Ptr(i)==bptr && bptr->Strength) {
|
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);
|
bptr->Take_Damage(damage, 0, WARHEAD_HE, NULL, true);
|
||||||
count++;
|
count++;
|
||||||
if (count > 5) {
|
if (count > 5) {
|
||||||
@@ -4176,7 +4234,14 @@ void HouseClass::Blowup_All(void)
|
|||||||
|
|
||||||
count = 0;
|
count = 0;
|
||||||
while (Infantry.Ptr(i)==iptr && iptr->Strength) {
|
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);
|
warhead = Random_Pick(WARHEAD_SA, WARHEAD_FIRE);
|
||||||
iptr->Take_Damage(damage, 0, warhead, NULL, true);
|
iptr->Take_Damage(damage, 0, warhead, NULL, true);
|
||||||
|
|
||||||
@@ -8015,6 +8080,13 @@ void HouseClass::Check_Pertinent_Structures(void)
|
|||||||
return;
|
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;
|
bool any_good_buildings = false;
|
||||||
|
|
||||||
for (int index = 0; index < Buildings.Count(); index++) {
|
for (int index = 0; index < Buildings.Count(); index++) {
|
||||||
@@ -8022,9 +8094,11 @@ void HouseClass::Check_Pertinent_Structures(void)
|
|||||||
|
|
||||||
if (b && b->IsActive && b->House == this) {
|
if (b && b->IsActive && b->House == this) {
|
||||||
if (!b->Class->IsWall && *b != STRUCT_APMINE && *b != STRUCT_AVMINE) {
|
if (!b->Class->IsWall && *b != STRUCT_APMINE && *b != STRUCT_AVMINE) {
|
||||||
if (!b->IsInLimbo && b->Strength > 0) {
|
if (!Special.ModernBalance || (*b != STRUCT_SHIP_YARD && *b != STRUCT_FAKE_YARD && *b != STRUCT_SUB_PEN && *b != STRUCT_FAKE_PEN)) {
|
||||||
any_good_buildings = true;
|
if (!b->IsInLimbo && b->Strength > 0) {
|
||||||
break;
|
any_good_buildings = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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
|
** 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;
|
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
|
** The infantry shape is always modulo the number of animation frames
|
||||||
@@ -698,7 +701,7 @@ void InfantryClass::Per_Cell_Process(PCPType why)
|
|||||||
|
|
||||||
// If they're spying on a sub pen, give 'em a sonar pulse
|
// If they're spying on a sub pen, give 'em a sonar pulse
|
||||||
if (build == STRUCT_SUB_PEN) {
|
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
|
// Add to Glyphx multiplayer sidebar. ST - 8/7/2019 10:13AM
|
||||||
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
||||||
if (House->IsHuman) {
|
if (House->IsHuman) {
|
||||||
@@ -1486,7 +1489,7 @@ MoveType InfantryClass::Can_Enter_Cell(CELL cell, FacingType ) const
|
|||||||
** Cloaked enemy objects are not considered if this is a Find_Path()
|
** Cloaked enemy objects are not considered if this is a Find_Path()
|
||||||
** call.
|
** 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
|
** Any non-allied blockage is considered impassible if the infantry
|
||||||
@@ -3964,6 +3967,13 @@ void InfantryClass::Movement_AI(void)
|
|||||||
// if (IsTethered) Scatter(0, true);
|
// 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
|
** 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
|
** that it can't travel to. In such a case, abort the movement process by clearing
|
||||||
|
|||||||
@@ -286,6 +286,9 @@ bool Read_Scenario_INI_Write_INB( char *root, bool fresh)
|
|||||||
UnitClass::Read_INI(buffer);
|
UnitClass::Read_INI(buffer);
|
||||||
Call_Back();
|
Call_Back();
|
||||||
|
|
||||||
|
AircraftClass::Read_INI(buffer);
|
||||||
|
Call_Back();
|
||||||
|
|
||||||
VesselClass::Read_INI(buffer);
|
VesselClass::Read_INI(buffer);
|
||||||
Call_Back();
|
Call_Back();
|
||||||
|
|
||||||
|
|||||||
@@ -435,6 +435,16 @@ bool Init_Game(int , char * [])
|
|||||||
ChronalVortex.Stop();
|
ChronalVortex.Stop();
|
||||||
ChronalVortex.Setup_Remap_Tables(Scen.Theater);
|
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);
|
return(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ void LogicClass::AI(void)
|
|||||||
*/
|
*/
|
||||||
for (index = 0; index < Count(); index++) {
|
for (index = 0; index < Count(); index++) {
|
||||||
ObjectClass * obj = (*this)[index];
|
ObjectClass * obj = (*this)[index];
|
||||||
|
int count = Count();
|
||||||
|
|
||||||
BStart(BENCH_AI);
|
BStart(BENCH_AI);
|
||||||
obj->AI();
|
obj->AI();
|
||||||
@@ -354,8 +355,9 @@ void LogicClass::AI(void)
|
|||||||
** If the object was destroyed in the process of performing its AI, then
|
** If the object was destroyed in the process of performing its AI, then
|
||||||
** adjust the index so that no object gets skipped.
|
** adjust the index so that no object gets skipped.
|
||||||
*/
|
*/
|
||||||
if (obj != (*this)[index]) {
|
int count_diff = Count() - count;
|
||||||
index--;
|
if (count_diff < 0) {
|
||||||
|
index += count_diff;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
HouseClass::Recalc_Attributes();
|
HouseClass::Recalc_Attributes();
|
||||||
|
|||||||
+15
-5
@@ -1026,6 +1026,16 @@ void MapClass::Logic(void)
|
|||||||
** Tiberium cells that can grow or spread.
|
** Tiberium cells that can grow or spread.
|
||||||
*/
|
*/
|
||||||
int subcount = MAP_CELL_TOTAL / (Rule.GrowthRate * TICKS_PER_MINUTE);
|
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);
|
subcount = max(subcount, 1);
|
||||||
int index;
|
int index;
|
||||||
for (index = TiberiumScan; index < MAP_CELL_TOTAL; index++) {
|
for (index = TiberiumScan; index < MAP_CELL_TOTAL; index++) {
|
||||||
@@ -1416,11 +1426,11 @@ ObjectClass * MapClass::Close_Object(COORDINATE coord) const
|
|||||||
while (o != NULL) {
|
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
|
// 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)->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;
|
int d=-1;
|
||||||
if (o->What_Am_I() == RTTI_BUILDING) {
|
if (o->What_Am_I() == RTTI_BUILDING) {
|
||||||
d = Distance(coord, Cell_Coord(newcell));
|
d = Distance(coord, Cell_Coord(newcell));
|
||||||
@@ -1445,7 +1455,7 @@ ObjectClass * MapClass::Close_Object(COORDINATE coord) const
|
|||||||
AircraftClass * aircraft = Aircraft.Ptr(index);
|
AircraftClass * aircraft = Aircraft.Ptr(index);
|
||||||
|
|
||||||
if (aircraft->In_Which_Layer() != LAYER_GROUND) {
|
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)));
|
int d = Distance(coord, Coord_Add(aircraft->Center_Coord(), XY_Coord(0, -aircraft->Height)));
|
||||||
if (d >= 0 && (!object || d < distance)) {
|
if (d >= 0 && (!object || d < distance)) {
|
||||||
distance = d;
|
distance = d;
|
||||||
@@ -1683,7 +1693,7 @@ int MapClass::Zone_Span(CELL cell, int zone, MZoneType check)
|
|||||||
* HISTORY: *
|
* HISTORY: *
|
||||||
* 10/05/1995 JLB : Created. *
|
* 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];
|
CELL topten[10];
|
||||||
int count = 0;
|
int count = 0;
|
||||||
@@ -1767,7 +1777,7 @@ CELL MapClass::Nearby_Location(CELL cell, SpeedType speed, int zone, MZoneType c
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (count > 0) {
|
if (count > 0) {
|
||||||
return(topten[Frame % count]);
|
return(topten[(Frame+locationmod) % count]);
|
||||||
}
|
}
|
||||||
return(0);
|
return(0);
|
||||||
}
|
}
|
||||||
|
|||||||
+1
-1
@@ -61,7 +61,7 @@ class MapClass: public GScreenClass
|
|||||||
CELL Pick_Random_Location(void) const;
|
CELL Pick_Random_Location(void) const;
|
||||||
int Intact_Bridge_Count(void) const;
|
int Intact_Bridge_Count(void) const;
|
||||||
bool Base_Region(CELL cell, HousesType & house, ZoneType & zone) 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;
|
ObjectClass * Close_Object(COORDINATE coord) const;
|
||||||
virtual void Detach(ObjectClass * ) {};
|
virtual void Detach(ObjectClass * ) {};
|
||||||
int Cell_Region(CELL cell);
|
int Cell_Region(CELL cell);
|
||||||
|
|||||||
@@ -632,6 +632,14 @@ COORDINATE ObjectClass::Sort_Y(void) const
|
|||||||
* HISTORY: *
|
* HISTORY: *
|
||||||
* 09/21/1995 JLB : Created. *
|
* 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
|
COORDINATE ObjectClass::Fire_Coord(int ) const
|
||||||
{
|
{
|
||||||
assert(this != 0);
|
assert(this != 0);
|
||||||
|
|||||||
@@ -178,6 +178,7 @@ class ObjectClass : public AbstractClass
|
|||||||
virtual COORDINATE Center_Coord(void) const;
|
virtual COORDINATE Center_Coord(void) const;
|
||||||
virtual COORDINATE Render_Coord(void) const;
|
virtual COORDINATE Render_Coord(void) const;
|
||||||
virtual COORDINATE Sort_Y(void) const;
|
virtual COORDINATE Sort_Y(void) const;
|
||||||
|
virtual FireDataType Fire_Data(int which) const;
|
||||||
virtual COORDINATE Fire_Coord(int which) const;
|
virtual COORDINATE Fire_Coord(int which) const;
|
||||||
virtual COORDINATE Exit_Coord(void) const;
|
virtual COORDINATE Exit_Coord(void) const;
|
||||||
|
|
||||||
|
|||||||
@@ -255,7 +255,7 @@ bool RadarClass::Radar_Activate(int control)
|
|||||||
case 0:
|
case 0:
|
||||||
if (Map.IsSidebarActive) {
|
if (Map.IsSidebarActive) {
|
||||||
if (IsRadarActive && !IsRadarDeactivating) {
|
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;
|
IsRadarDeactivating = true;
|
||||||
IsRadarActive = false;
|
IsRadarActive = false;
|
||||||
if (IsRadarActivating == true) {
|
if (IsRadarActivating == true) {
|
||||||
@@ -272,7 +272,7 @@ bool RadarClass::Radar_Activate(int control)
|
|||||||
case 1:
|
case 1:
|
||||||
if (Map.IsSidebarActive) {
|
if (Map.IsSidebarActive) {
|
||||||
if (!IsRadarActivating && !IsRadarActive) {
|
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;
|
IsRadarActivating = true;
|
||||||
if (IsRadarDeactivating == true) {
|
if (IsRadarDeactivating == true) {
|
||||||
IsRadarDeactivating = false;
|
IsRadarDeactivating = false;
|
||||||
|
|||||||
@@ -2477,7 +2477,10 @@ bool Read_Scenario_INI(char * fname, bool )
|
|||||||
UnitClass::Read_INI(ini);
|
UnitClass::Read_INI(ini);
|
||||||
Call_Back();
|
Call_Back();
|
||||||
|
|
||||||
VesselClass::Read_INI(ini);
|
AircraftClass::Read_INI(ini);
|
||||||
|
Call_Back();
|
||||||
|
|
||||||
|
VesselClass::Read_INI(ini);
|
||||||
Call_Back();
|
Call_Back();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -82,6 +82,7 @@ void SpecialClass::Init(void)
|
|||||||
UseMCVDeploy = false;
|
UseMCVDeploy = false;
|
||||||
IsMCVDeploy = false;
|
IsMCVDeploy = false;
|
||||||
IsEarlyWin = false;
|
IsEarlyWin = false;
|
||||||
|
ModernBalance = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
+13
-1
@@ -105,10 +105,22 @@ class SpecialClass
|
|||||||
*/
|
*/
|
||||||
unsigned IsEarlyWin:1;
|
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
|
** 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.
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -769,6 +769,10 @@ void __cdecl Prog_End(const char *why, bool fatal)
|
|||||||
*((int*)0) = 0;
|
*((int*)0) = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (Session.Type == GAME_GLYPHX_MULTIPLAYER) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
Sound_End();
|
Sound_End();
|
||||||
if (WWMouse) {
|
if (WWMouse) {
|
||||||
delete WWMouse;
|
delete WWMouse;
|
||||||
|
|||||||
@@ -168,9 +168,9 @@ bool SuperClass::Enable(bool onetime, bool player, bool quiet)
|
|||||||
* HISTORY: *
|
* HISTORY: *
|
||||||
* 07/28/1995 JLB : Created. *
|
* 07/28/1995 JLB : Created. *
|
||||||
*=============================================================================================*/
|
*=============================================================================================*/
|
||||||
bool SuperClass::Remove(void)
|
bool SuperClass::Remove(bool forced)
|
||||||
{
|
{
|
||||||
if (IsPresent && !IsOneTime) {
|
if (IsPresent && (!IsOneTime || forced)) {
|
||||||
IsReady = false;
|
IsReady = false;
|
||||||
IsPresent = false;
|
IsPresent = false;
|
||||||
return(true);
|
return(true);
|
||||||
|
|||||||
@@ -47,7 +47,7 @@ class SuperClass {
|
|||||||
bool Enable(bool onetime = false, bool player=false, bool quiet=false);
|
bool Enable(bool onetime = false, bool player=false, bool quiet=false);
|
||||||
void Forced_Charge(bool player=false);
|
void Forced_Charge(bool player=false);
|
||||||
bool AI(bool player=false);
|
bool AI(bool player=false);
|
||||||
bool Remove(void);
|
bool Remove(bool forced=false);
|
||||||
void Impatient_Click(void) const;
|
void Impatient_Click(void) const;
|
||||||
int Anim_Stage(void) const;
|
int Anim_Stage(void) const;
|
||||||
bool Discharged(bool player);
|
bool Discharged(bool player);
|
||||||
|
|||||||
+65
-24
@@ -484,6 +484,25 @@ bool TechnoClass::Is_Allowed_To_Recloak(void) const
|
|||||||
* HISTORY: *
|
* HISTORY: *
|
||||||
* 07/29/1996 JLB : Created. *
|
* 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
|
COORDINATE TechnoClass::Fire_Coord(int which) const
|
||||||
{
|
{
|
||||||
assert(IsActive);
|
assert(IsActive);
|
||||||
@@ -662,7 +681,7 @@ 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(true);
|
||||||
}
|
}
|
||||||
return(false);
|
return(false);
|
||||||
@@ -968,9 +987,14 @@ RadioMessageType TechnoClass::Receive_Message(RadioClass * from, RadioMessageTyp
|
|||||||
/*
|
/*
|
||||||
** If there is sufficient money to repair the unit one step, then do so.
|
** If there is sufficient money to repair the unit one step, then do so.
|
||||||
** Otherwise return with a "can't complete" radio response.
|
** 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) {
|
HouseClass* house = House;
|
||||||
House->Spend_Money(cost);
|
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;
|
Strength += step;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -1083,7 +1107,7 @@ void TechnoClass::Draw_It(int x, int y, WindowNumberType window) const
|
|||||||
int width, height;
|
int width, height;
|
||||||
Class_Of().Dimensions(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_DAMAGED) && (Strength < Techno_Type_Class()->MaxStrength)) ||
|
||||||
(Rule.HealthBarDisplayMode == RulesClass::HB_ALWAYS));
|
(Rule.HealthBarDisplayMode == RulesClass::HB_ALWAYS));
|
||||||
|
|
||||||
@@ -1248,8 +1272,8 @@ bool TechnoClass::In_Range(TARGET target, int which, bool reciprocal_check) cons
|
|||||||
if (building != NULL) {
|
if (building != NULL) {
|
||||||
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
|
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
|
||||||
}
|
}
|
||||||
|
FireDataType data = Fire_Data(which);
|
||||||
if (::Distance(Fire_Coord(which), As_Coord(target)) <= range) {
|
if (MAX(0, ::Distance(data.Center, As_Coord(target)) - data.Distance) <= range) {
|
||||||
return(true);
|
return(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1304,8 +1328,8 @@ bool TechnoClass::In_Range(ObjectClass const * target, int which, bool reciproca
|
|||||||
BuildingClass const * building = (BuildingClass const *)target;
|
BuildingClass const * building = (BuildingClass const *)target;
|
||||||
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
|
range += ((building->Class->Width() + building->Class->Height()) * (ICON_LEPTON_W / 4));
|
||||||
}
|
}
|
||||||
|
FireDataType data = Fire_Data(which);
|
||||||
if (::Distance(Fire_Coord(which), target->Center_Coord()) <= range) {
|
if (MAX(0, ::Distance(data.Center, target->Center_Coord()) - data.Distance) <= range) {
|
||||||
return(true);
|
return(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1501,7 +1525,7 @@ bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, Techno
|
|||||||
/*
|
/*
|
||||||
** If the object is cloaked, then it isn't a legal target.
|
** If the object is cloaked, then it isn't a legal target.
|
||||||
*/
|
*/
|
||||||
if (object->Cloak == CLOAKED) {
|
if (object->Is_Cloaked(this)) {
|
||||||
BEnd(BENCH_EVAL_OBJECT);
|
BEnd(BENCH_EVAL_OBJECT);
|
||||||
return(false);
|
return(false);
|
||||||
}
|
}
|
||||||
@@ -1530,16 +1554,12 @@ bool TechnoClass::Evaluate_Object(ThreatType method, int mask, int range, Techno
|
|||||||
** object is a friend. Unless we're a medic, of course. But then,
|
** object is a friend. Unless we're a medic, of course. But then,
|
||||||
** only consider it a target if it's injured.
|
** only consider it a target if it's injured.
|
||||||
*/
|
*/
|
||||||
if (House->Is_Ally(object)) {
|
bool is_ally = House->Is_Ally(object);
|
||||||
if (Combat_Damage() < 0) {
|
bool is_medic = Combat_Damage() < 0;
|
||||||
if (object->Health_Ratio() == Rule.ConditionGreen) {
|
bool green_health = object->Health_Ratio() == Rule.ConditionGreen;
|
||||||
BEnd(BENCH_EVAL_OBJECT);
|
if ((is_ally && (!is_medic || green_health)) || (!is_ally && is_medic)) {
|
||||||
return(false);
|
BEnd(BENCH_EVAL_OBJECT);
|
||||||
}
|
return(false);
|
||||||
} else {
|
|
||||||
BEnd(BENCH_EVAL_OBJECT);
|
|
||||||
return(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -2011,6 +2031,27 @@ 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. *
|
* TechnoClass::Greatest_Threat -- Determines best target given search criteria. *
|
||||||
* *
|
* *
|
||||||
@@ -2443,7 +2484,7 @@ void TechnoClass::AI(void)
|
|||||||
** If for some strange reason, the computer is firing upon itself, then
|
** If for some strange reason, the computer is firing upon itself, then
|
||||||
** tell it not to.
|
** 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)
|
//#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) {
|
//if(What_Am_I() == RTTI_INFANTRY && *(InfantryClass *)this==INFANTRY_GENERAL && Session.Type==GAME_NORMAL && House->Class->House==HOUSE_UKRAINE) {
|
||||||
//} else
|
//} else
|
||||||
@@ -2768,9 +2809,9 @@ FireErrorType TechnoClass::Can_Fire(TARGET target, int which) const
|
|||||||
ObjectClass * object = As_Object(target);
|
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);
|
return(FIRE_CANT);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -4172,7 +4213,7 @@ void TechnoClass::Record_The_Kill(TechnoClass * source)
|
|||||||
* 07/06/1995 JLB : Created. *
|
* 07/06/1995 JLB : Created. *
|
||||||
* 09/28/1995 JLB : Uses map scan function. *
|
* 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);
|
assert(IsActive);
|
||||||
|
|
||||||
@@ -4188,7 +4229,7 @@ CELL TechnoClass::Nearby_Location(TechnoClass const * techno) const
|
|||||||
cell = Coord_Cell(Center_Coord());
|
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));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -271,7 +271,7 @@ class TechnoClass : public RadioClass,
|
|||||||
bool Is_Ready_To_Cloak(void) const;
|
bool Is_Ready_To_Cloak(void) const;
|
||||||
virtual int How_Many_Survivors(void) const;
|
virtual int How_Many_Survivors(void) const;
|
||||||
virtual DirType Turret_Facing(void) const {return(PrimaryFacing.Current());}
|
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());};
|
TechnoTypeClass * Techno_Type_Class(void) const {return((TechnoTypeClass *)&Class_Of());};
|
||||||
bool Is_Visible_On_Radar(void) const;
|
bool Is_Visible_On_Radar(void) const;
|
||||||
int Anti_Air(void) const;
|
int Anti_Air(void) const;
|
||||||
@@ -282,6 +282,7 @@ class TechnoClass : public RadioClass,
|
|||||||
virtual ActionType What_Action(ObjectClass const * target) const;
|
virtual ActionType What_Action(ObjectClass const * target) const;
|
||||||
virtual BuildingClass * Find_Docking_Bay(StructType b, bool friendly) const;
|
virtual BuildingClass * Find_Docking_Bay(StructType b, bool friendly) const;
|
||||||
virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
|
virtual CELL Find_Exit_Cell(TechnoClass const * techno) const;
|
||||||
|
virtual FireDataType Fire_Data(int) const;
|
||||||
virtual COORDINATE Fire_Coord(int which) const;
|
virtual COORDINATE Fire_Coord(int which) const;
|
||||||
virtual DirType Desired_Load_Dir(ObjectClass * , CELL & moveto) const;
|
virtual DirType Desired_Load_Dir(ObjectClass * , CELL & moveto) const;
|
||||||
virtual DirType Fire_Direction(void) 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;
|
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;
|
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;
|
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.
|
** AI.
|
||||||
|
|||||||
+40
-9
@@ -433,6 +433,13 @@ void UnitClass::AI(void)
|
|||||||
*/
|
*/
|
||||||
Rotation_AI();
|
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
|
** Delete this unit if it finds itself off the edge of the map and it is in
|
||||||
** guard or other static mission mode.
|
** guard or other static mission mode.
|
||||||
@@ -1283,6 +1290,11 @@ void UnitClass::Player_Assign_Mission(MissionType mission, TARGET target, TARGET
|
|||||||
|
|
||||||
if (mission == MISSION_HARVEST) {
|
if (mission == MISSION_HARVEST) {
|
||||||
ArchiveTarget = TARGET_NONE;
|
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);
|
DriveClass::Player_Assign_Mission(mission, target, destination);
|
||||||
}
|
}
|
||||||
@@ -1707,7 +1719,7 @@ void UnitClass::Per_Cell_Process(PCPType why)
|
|||||||
} else {
|
} else {
|
||||||
TechnoClass * contact = Contact_With_Whom();
|
TechnoClass * contact = Contact_With_Whom();
|
||||||
if (Transmit_Message(RADIO_UNLOADED) == RADIO_RUN_AWAY) {
|
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);
|
Assign_Mission(MISSION_HARVEST);
|
||||||
} else if (!Target_Legal(NavCom)) {
|
} else if (!Target_Legal(NavCom)) {
|
||||||
Scatter(0, true);
|
Scatter(0, true);
|
||||||
@@ -2231,10 +2243,25 @@ int UnitClass::Tiberium_Check(CELL & center, int x, int y)
|
|||||||
|
|
||||||
center = XY_Cell(Cell_X(center)+x, Cell_Y(center)+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[Coord].Zones[Class->MZone] != Map[center].Zones[Class->MZone]) return(0);
|
||||||
if (!Map[center].Cell_Techno() && Map[center].Land_Type() == LAND_TIBERIUM) {
|
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);
|
return(0);
|
||||||
@@ -2278,6 +2305,7 @@ bool UnitClass::Goto_Tiberium(int rad)
|
|||||||
int tiberium = 0;
|
int tiberium = 0;
|
||||||
int besttiberium = 0;
|
int besttiberium = 0;
|
||||||
for (int x = -radius; x <= radius; x++) {
|
for (int x = -radius; x <= radius; x++) {
|
||||||
|
cell = center;
|
||||||
tiberium = Tiberium_Check(cell, x, -radius);
|
tiberium = Tiberium_Check(cell, x, -radius);
|
||||||
if (tiberium > besttiberium) {
|
if (tiberium > besttiberium) {
|
||||||
bestcell = cell;
|
bestcell = cell;
|
||||||
@@ -2862,10 +2890,10 @@ int UnitClass::Mission_Harvest(void)
|
|||||||
*/
|
*/
|
||||||
case LOOKING:
|
case LOOKING:
|
||||||
/*
|
/*
|
||||||
** When full of tiberium, just skip to finding a free refinery
|
** Slightly hacky; if TarCom is set then skip to finding home state.
|
||||||
** to unload at.
|
|
||||||
*/
|
*/
|
||||||
if (Tiberium_Load() == 1) {
|
if (Target_Legal(TarCom)) {
|
||||||
|
Assign_Target(TARGET_NONE);
|
||||||
Status = FINDHOME;
|
Status = FINDHOME;
|
||||||
return(1);
|
return(1);
|
||||||
}
|
}
|
||||||
@@ -3282,7 +3310,7 @@ MoveType UnitClass::Can_Enter_Cell(CELL cell, FacingType ) const
|
|||||||
** Cloaked enemy objects are not considered if this is a Find_Path()
|
** Cloaked enemy objects are not considered if this is a Find_Path()
|
||||||
** call.
|
** 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
|
** If this unit can crush infantry, and there is an enemy infantry in the
|
||||||
@@ -3560,14 +3588,17 @@ ActionType UnitClass::What_Action(ObjectClass const * object) const
|
|||||||
/*
|
/*
|
||||||
** Special return to friendly refinery action.
|
** 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;
|
action = ACTION_ENTER;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Special return to friendly repair factory action.
|
** 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;
|
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()) {
|
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;
|
action = ACTION_MOVE;
|
||||||
|
|||||||
@@ -728,7 +728,7 @@ unsigned long VersionClass::Max_Version(void)
|
|||||||
char const * Version_Name(void) {
|
char const * Version_Name(void) {
|
||||||
// jmarshall
|
// jmarshall
|
||||||
#define AF_BUILDNUMBER 0 // Patch number for allied force.
|
#define AF_BUILDNUMBER 0 // Patch number for allied force.
|
||||||
#define EA_REMASTER_PATCH 2 // What version of the remaster source we are integrated with.
|
#define EA_REMASTER_PATCH 3 // What version of the remaster source we are integrated with.
|
||||||
|
|
||||||
static char tmp[512];
|
static char tmp[512];
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
|
|||||||
@@ -299,7 +299,7 @@ MoveType VesselClass::Can_Enter_Cell(CELL cell, FacingType ) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
TechnoClass * techno = cellptr->Cell_Techno();
|
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);
|
return(MOVE_CLOAK);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1183,6 +1183,32 @@ Mono_Set_Cursor(0,0);
|
|||||||
* HISTORY: *
|
* HISTORY: *
|
||||||
* 05/13/1996 JLB : Created. *
|
* 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
|
COORDINATE VesselClass::Fire_Coord(int which) const
|
||||||
{
|
{
|
||||||
assert(Vessels.ID(this) == ID);
|
assert(Vessels.ID(this) == ID);
|
||||||
|
|||||||
@@ -97,6 +97,7 @@ class VesselClass : public DriveClass
|
|||||||
virtual int Mission_Unload(void);
|
virtual int Mission_Unload(void);
|
||||||
void LST_Open_Door(void);
|
void LST_Open_Door(void);
|
||||||
void LST_Close_Door(void);
|
void LST_Close_Door(void);
|
||||||
|
virtual FireDataType Fire_Data(int) const;
|
||||||
virtual COORDINATE Fire_Coord(int which) const;
|
virtual COORDINATE Fire_Coord(int which) const;
|
||||||
virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const;
|
virtual MoveType Can_Enter_Cell(CELL cell, FacingType from=FACING_NONE) const;
|
||||||
virtual void Draw_It(int x, int y, WindowNumberType window) const;
|
virtual void Draw_It(int x, int y, WindowNumberType window) const;
|
||||||
|
|||||||
Reference in New Issue
Block a user