Fix: ap cost for AI_ACTION_CLIMB_ROOF was wrong and calculated too often

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7972 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-08-13 18:14:57 +00:00
parent 2d267a9d9b
commit 2655b37ddf
+16 -13
View File
@@ -462,9 +462,7 @@ void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo)
BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
{
INT16 bMinPointsNeeded = 0;
INT8 bAPForStandUp = 0;
INT8 bAPToLookAtWall = ( FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection ) ? 0 : 1;
//NumMessage("AffordableAction - Guy#",pSoldier->ubID);
switch (pSoldier->aiData.bAction)
@@ -553,17 +551,22 @@ BOOLEAN IsActionAffordable(SOLDIERTYPE *pSoldier)
break;
case AI_ACTION_CLIMB_ROOF:
// SANDRO - improved this a bit
if (pSoldier->pathing.bLevel == 0)
{
if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall;
}
else
{
if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall;
INT8 bAPForStandUp = 0;
INT8 bAPToLookAtWall = (FindDirectionForClimbing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel ) == pSoldier->ubDirection) ? 0 : GetAPsToLook( pSoldier );
// SANDRO - improved this a bit
if (pSoldier->pathing.bLevel == 0)
{
if( PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
else if( PTR_PRONE ) bAPForStandUp = GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE);
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, FALSE ) + bAPForStandUp + bAPToLookAtWall;
}
else
{
if( !PTR_CROUCHED ) bAPForStandUp = (INT8)(GetAPsCrouch(pSoldier, TRUE));
bMinPointsNeeded = GetAPsToClimbRoof( pSoldier, TRUE ) + bAPForStandUp + bAPToLookAtWall;
}
}
break;