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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
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@@ -15574,9 +15574,20 @@ UINT8 SOLDIERTYPE::GetMultiTurnAction()
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void SOLDIERTYPE::StartMultiTurnAction(UINT8 usActionType)
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{
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// check wether we can perform any action at all
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if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND || this->bCollapsed )
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if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || this->bCollapsed )
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return;
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// wether an action is possible or not depends on action itself (there are actions without a gridno)
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switch( usMultiTurnAction )
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{
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case MTA_FORTIFY:
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case MTA_REMOVE_FORTIFY:
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case MTA_FILL_SANDBAG:
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if ( this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND )
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return;
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break;
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}
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// if we already perform a multi-turn action, overwrite it
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if ( GetMultiTurnAction() > MTA_NONE )
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CancelMultiTurnAction(FALSE);
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@@ -15588,18 +15599,7 @@ void SOLDIERTYPE::StartMultiTurnAction(UINT8 usActionType)
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sMTActionGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
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// for now, adding and removing a structure has the same AP cost - that might change in the future
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switch( usMultiTurnAction )
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{
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case MTA_FORTIFY:
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bOverTurnAPS = GetAPsToBuildFortification( this );
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break;
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case MTA_REMOVE_FORTIFY:
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bOverTurnAPS = GetAPsToRemoveFortification( this );
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break;
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case MTA_FILL_SANDBAG:
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bOverTurnAPS = GetAPsToFillSandbag( this );
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break;
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}
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bOverTurnAPS = GetAPsForMultiTurnAction( this, usMultiTurnAction);
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// immediately starting the action would leave us without APs, thus removing the benefit of multi-turn actions (ability to do something else while performing a longer action)
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// for this reason, we only do this when we are not in combat
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@@ -15626,12 +15626,32 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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return FALSE;
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// check wether we can perform any action at all
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if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || TileIsOutOfBounds(this->sMTActionGridNo) || this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND || this->bCollapsed )
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if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || this->bCollapsed )
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{
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CancelMultiTurnAction(FALSE);
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return FALSE;
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}
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// wether an action is possible or not depends on action itself (there are actions without a gridno)
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switch( usMultiTurnAction )
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{
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case MTA_FORTIFY:
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case MTA_REMOVE_FORTIFY:
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case MTA_FILL_SANDBAG:
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if ( this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND )
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{
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CancelMultiTurnAction(FALSE);
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return FALSE;
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}
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break;
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default: // default: exit
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{
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CancelMultiTurnAction(FALSE);
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return FALSE;
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}
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break;
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}
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// check wether our selected action can still be performed
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BOOLEAN fActionStillValid = TRUE;
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@@ -15641,8 +15661,11 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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fActionStillValid = FALSE;
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// error if the gridno we started working on is not the gridno we are currently looking at
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if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
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fActionStillValid = FALSE;
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if ( usMultiTurnAction == MTA_FORTIFY || usMultiTurnAction == MTA_REMOVE_FORTIFY || usMultiTurnAction == MTA_FILL_SANDBAG )
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{
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if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
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fActionStillValid = FALSE;
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}
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if ( !fActionStillValid )
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{
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@@ -15659,7 +15682,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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{
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case MTA_FORTIFY:
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{
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entireapcost = GetAPsToBuildFortification( this );
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entireapcost = GetAPsForMultiTurnAction( this, MTA_FORTIFY );
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entirebpcost = APBPConstants[BP_FORTIFICATION];
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if ( !IsFortificationPossibleAtGridNo( this->sMTActionGridNo ) )
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@@ -15670,7 +15693,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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break;
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case MTA_REMOVE_FORTIFY:
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{
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entireapcost = GetAPsToRemoveFortification( this );
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entireapcost = GetAPsForMultiTurnAction( this, MTA_REMOVE_FORTIFY );
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entirebpcost = APBPConstants[BP_REMOVE_FORTIFICATION];
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if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, (SHOVEL)) )
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@@ -15680,7 +15703,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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case MTA_FILL_SANDBAG:
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{
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entireapcost = GetAPsToFillSandbag( this );
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entireapcost = GetAPsForMultiTurnAction( this, MTA_FILL_SANDBAG );
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entirebpcost = APBPConstants[BP_FILL_SANDBAG];
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if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, EMPTY_SANDBAG) )
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@@ -15715,13 +15738,22 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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else
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{
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// refresh animations
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if (!is_networked)
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
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else
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this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
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switch( usMultiTurnAction )
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{
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case MTA_FORTIFY:
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case MTA_REMOVE_FORTIFY:
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case MTA_FILL_SANDBAG:
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{
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if (!is_networked)
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
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else
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this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
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// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
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this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
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// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
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this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
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}
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break;
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}
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}
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// if we can afford it, do it now
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