improved multiturn action cost handling

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6126 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-06-16 16:40:15 +00:00
parent 38308680db
commit 49018d85ec
5 changed files with 76 additions and 52 deletions
+3 -3
View File
@@ -1138,7 +1138,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
// if we have an empty sandbag in our hands, we also need to have a shovel in our second hand, otherwise we can't fill it
if ( HasItemFlag(usHandItem, (EMPTY_SANDBAG)) )
{
sAPCost = GetAPsToFillSandbag( pSoldier );
sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FILL_SANDBAG );
// check if we have a shovel in our second hand
OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
@@ -1158,7 +1158,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
// if we have a shovel in our hands, the targeted gridno must be a fortification (debris will do for this check)
else if ( HasItemFlag(usHandItem, (SHOVEL)) )
{
sAPCost = GetAPsToRemoveFortification( pSoldier );
sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_REMOVE_FORTIFY );
STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC);
@@ -1169,7 +1169,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
else
{
sAPCost = GetAPsToBuildFortification( pSoldier );
sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY );
}
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );