// This sends supply from s to d, subtracting from losses and adding to it's supply traffic field // Updates values to amount which actually made it. returns 0 if none made it. int SendSupply (Objective s, Objective d, int *supply, int *fuel) { Objective c; PathClass path; int i,l,n,loss,type; if (!*supply && !*fuel) return 0; if (GetObjectivePath(&path,s,d,Foot,s->GetTeam(),PATH_MARINE) < 1) return 0; c = s; loss = 0; AddSupply(s,*supply/10,*fuel/10); for (i=0; i<path.GetLength(); i++) { n = path.GetDirection(i); c = c->GetNeighbor(n); type = c->GetType(); if (type == TYPE_ROAD || type == TYPE_INTERSECT || type == TYPE_RAILROAD || type == TYPE_BRIDGE) { AddSupply(c,*supply/10,*fuel/10); l = c->GetObjectiveSupplyLosses() + 2; // Automatic loss rate of 2% per objective *supply = *supply*(100-l)/100; *fuel = *fuel*(100-l)/100; } if (!*supply && !*fuel) return 0; } return 1; }
int TaskForceClass::MoveUnit (CampaignTime time) { GridIndex x = 0, y = 0; GridIndex nx = 0, ny = 0; GridIndex ox = 0, oy = 0; WayPoint w = NULL, ow = NULL; Objective o = NULL; int moving = 1; CampaignHeading h = 0; // RV - Biker // Naval units now have three modes: // (a) Sit still in harbor // (b) Do a 20 km track (repeating waypoints) // (c) Followy WPs GetLocation(&x,&y); w = ResetCurrentWP(this); FindNearestUnit(x, y, NULL); // Check for mode a o = FindNearestObjective(x, y, NULL, 1); // RV - Biker - If we are in port and have no WPs do nothing if (o && o->GetType() == TYPE_PORT && !w) { return TRUE; } // If not in port and no WPs... create a repeating path 20 km north and back if (!w) { DisposeWayPoints(); w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + (rand()%15), 0, 0); w->SetWPFlags(WPF_REPEAT); // This should prevent naval units to run into ground if (GetCover(x, y+20) == Water) { w = AddUnitWP(x, y+20, 0, 60, TheCampaign.CurrentTime + (15+(rand()%15))*CampaignMinutes, 0, 0); } else { w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + 15*CampaignMinutes, 0, 0); } w->SetWPFlags(WPF_REPEAT); w = AddUnitWP(x, y, 0, 60, TheCampaign.CurrentTime + (30+(rand()%15))*CampaignMinutes, 0xffffffff, 0); w->SetWPFlags(WPF_REPEAT); SetCurrentWaypoint (1); w = GetCurrentUnitWP(); } w->GetWPLocation(&nx, &ny); // RV - Biker - Wait for departure if (Camp_GetCurrentTime() < w->GetWPDepartureTime()) { SetUnitLastMove(Camp_GetCurrentTime()); return 0; } // Move, if we're not at destination if (x!=nx || y!=ny) { if (w) ow = w->GetPrevWP(); if (ow) ow->GetWPLocation(&ox, &oy); else GetLocation(&ox, &oy); while (moving) { h = DirectionTo(ox, oy, nx, ny, x, y); if (h > 7) { moving = 0; h = Here; } // This is kinda hacky - basically, limit change in direction to 45 deg per move if (h > last_direction) { if (h - last_direction < 5) h = (last_direction+1) & 0x07; else h = (last_direction+7) & 0x07; } else if (h < last_direction) { if (last_direction - h < 5) h = (last_direction+7) & 0x07; else h = (last_direction+1) & 0x07; } //this moves the unit if (ChangeUnitLocation(h) > 0) { last_direction = h; } else { moving = 0; } // Now do combat if (GetCombatTime() > CombatTime()) { DoCombat(); } } } return 0; }