Commit Graph

1626 Commits

Author SHA1 Message Date
Paul Chote
d275c72cb8 Cleaner TileSet init 2010-06-26 13:33:46 +12:00
Paul Chote
08ee425415 Fix some stupid bugs; remove hardcoded references to water/ore/tree terraintypes 2010-06-26 12:02:30 +12:00
Paul Chote
bf6b2da1a8 Unhardcode terrain types. Needs a bit more work re initialization and bridges 2010-06-26 10:55:29 +12:00
Paul Chote
8fbbaddce9 Merge all 4 tileset files together 2010-06-26 09:21:11 +12:00
Paul Chote
2373528ad9 Kill UnitMovementType; bs-free crate spawning; fix "DOME crash" (caused by crate not IOccupying space); add money and hide-map crates to cnc 2010-06-25 21:58:09 +12:00
Paul Chote
7c3a10396c New crush code, now with less bs 2010-06-25 20:57:06 +12:00
Paul Chote
00b91bd7ad Reimplement ICustomTerrain with far less bs 2010-06-25 19:26:08 +12:00
Paul Chote
29fa9e3aeb Shift movement cost/speed into IMove; regressions in a few areas 2010-06-25 17:05:56 +12:00
Paul Chote
6a5869f2c6 Begin cleaning up terraintypes/movetypes 2010-06-25 15:52:12 +12:00
Paul Chote
7ac8d0cf59 Units automatically path around known hazards (eg static base defenses). Test using SAM and TRAN.
Todo: Ignore hazards when force-moving; Apply only to known enemy hazards; Implement more hazard classes

Also add a few files I forgot from previous patches
2010-06-25 13:53:37 +12:00
Paul Chote
0aeca2aadc Helicopters use pathfinder 2010-06-24 21:51:22 +12:00
Paul Chote
37cf30a097 Refactor Mobile.TeleportTo -> IMove.SetPosition 2010-06-24 21:51:22 +12:00
Paul Chote
3e664779ef Remove a bunch of unnecessary caching 2010-06-24 21:51:22 +12:00
Paul Chote
b42589b479 Fix vehicle production; Basic 5-to-a-cell logic. cnc only. Infantry stack; need to give a graphical offset. 2010-06-24 21:51:22 +12:00
Paul Chote
b7c8e55d14 Some initial hacks towards multiple-infantry-per-cell. Make the pathfinder smart enough to do what we need, and remove a *lot* of stupid duplication. Needs more work. 2010-06-24 21:51:22 +12:00
Chris Forbes
308a7b0cf6 remove hardcoded magic number 2010-06-24 21:51:22 +12:00
Chris Forbes
0cf39991db new range circle renderer; faster minefield renderer 2010-06-24 21:51:21 +12:00
Chris Forbes
b8093b7f6c removing a bunch of excessively low-level pixel -> cell conversions 2010-06-24 21:51:21 +12:00
Chris Forbes
e56339897f add additional debug to WorldRenderer.DrawUnitPath so we can see waypoint density, etc 2010-06-24 21:51:21 +12:00
Paul Chote
7d717592c7 Rename IMovement -> IMove; Move GetCurrentPath from Mobile to IMove and implement for aircraft; fix regressions in Helicopter (ITick) and remove unused cruft from Aircraft (IOccupySpace). 2010-06-24 21:51:21 +12:00
Paul Chote
aff357db0b Actually render resources when shroud is disabled 2010-06-20 18:34:06 +12:00
alzeih
a1ffb68e22 bugfix 2010-06-20 17:48:20 +12:00
Chris Forbes
87973f9ef3 fix bug in prev 2010-06-19 15:23:30 +12:00
Chris Forbes
c3490fcb66 buildings under fog 2010-06-19 15:17:48 +12:00
Chris Forbes
66adbee2a6 moving Actor.Location onto the appropriate traits (bob) 2010-06-19 14:37:06 +12:00
Chris Forbes
db465e1fdd ActorInitializer, in preparation for next change (bob) 2010-06-19 14:28:30 +12:00
Chris Forbes
572cdc9dbf vacate cells earlier 2010-06-18 22:36:24 +12:00
Chris Forbes
0ef91ecc2d hack around crash on boat repair 2010-06-18 20:55:06 +12:00
alzeih
beec39daa4 fixing bug on loading shellmap 2010-06-18 17:42:19 +12:00
alzeih
981a6b65a7 Fix server crashing when server order fails to deserialise. 2010-06-18 16:03:24 +12:00
alzeih
d6c83eddbd truncate name if longer than 10 chars 2010-06-18 14:46:16 +12:00
Paul Chote
331706d75e Fix crash on repair non-buildables (fact,proc). Allow special powers to depend on them too. 2010-06-17 23:48:00 +12:00
Chris Forbes
1088e30158 fix small bug in BuildPaletteWidget - incorrectly used cash rather than cash+ore 2010-06-16 20:27:51 +12:00
Chris Forbes
5f58379f5b reenable cash sounds; if you want to disable them for your mod, don't set those evaAlerts properties. (as done in cnc); add SplitOreAndCash property to MoneyBinWidget, restoring old RA behavior (cnc is unchanged) 2010-06-16 20:18:01 +12:00
Paul Chote
40ba80b1e3 Use palette indices that map to sane colors in both games. 2010-06-16 01:18:09 +12:00
Paul Chote
5f83f97747 Link harvesters with refineries. 2010-06-15 20:05:49 +12:00
Paul Chote
f4421d89ea Fix tooltip crash on non-buildable prereq 2010-06-15 18:17:40 +12:00
Chris Forbes
c3e15aab7d hacky fix for productionqueue desync (e3, etc) 2010-06-15 08:42:40 +12:00
Chris Forbes
0e0a8802ab enhance sync to work with nested syncable types, and properties 2010-06-15 01:15:41 +12:00
Paul Chote
06a78cd73d Deathweapon capability, refactoring, and Pip polishing on Silo, Proc, Harv. Lose ore on silo death. 2010-06-14 22:15:43 +12:00
Paul Chote
24edba34a7 Remove thief; transfer ore along with stolen silo/proc. 2010-06-14 20:59:35 +12:00
Paul Chote
283512f314 Spend ore before cash; lose ore > capacity. 2010-06-14 20:59:35 +12:00
alzeih
9425fb1def Fix unnecessary duplication and get a better UI out of it 2010-06-14 14:05:20 +12:00
alzeih
889d736d35 Use images for music player (public domain - but find better ones) 2010-06-14 01:37:58 +12:00
alzeih
7b837fd6c4 Prevent changes when marked as ready 2010-06-14 00:55:22 +12:00
alzeih
3ac0ca6a65 BuildPalette tooltips show build time (+ in red if in low power) 2010-06-14 00:18:36 +12:00
Paul Chote
de6434c0f1 Use the same model for ra (but let proc hold ore as before) 2010-06-13 22:00:39 +12:00
Paul Chote
aba5c777db The original method worked better; take the best of both worlds 2010-06-13 22:00:39 +12:00
Paul Chote
640ac9b8e6 Trial a new resource model in cnc 2010-06-13 22:00:05 +12:00
Chris Forbes
09b58f46d9 remove some spikes 2010-06-13 21:42:14 +12:00