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
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@@ -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 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)) ) if ( HasItemFlag(usHandItem, (EMPTY_SANDBAG)) )
{ {
sAPCost = GetAPsToFillSandbag( pSoldier ); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FILL_SANDBAG );
// check if we have a shovel in our second hand // check if we have a shovel in our second hand
OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]); 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) // 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)) ) else if ( HasItemFlag(usHandItem, (SHOVEL)) )
{ {
sAPCost = GetAPsToRemoveFortification( pSoldier ); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_REMOVE_FORTIFY );
STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC); STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC);
@@ -1169,7 +1169,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
} }
else else
{ {
sAPCost = GetAPsToBuildFortification( pSoldier ); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY );
} }
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
+1 -1
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@@ -4118,7 +4118,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
sActionGridNo = usMapPos; sActionGridNo = usMapPos;
} }
sAPCost = GetAPsToBuildFortification( pSoldier ); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY );
sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); sAPCost += UIPlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, fPlot, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( sActionGridNo != pSoldier->sGridNo ) if ( sActionGridNo != pSoldier->sGridNo )
+14 -20
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@@ -3724,29 +3724,23 @@ INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos )
return sAPCost; return sAPCost;
} }
INT16 GetAPsToBuildFortification( SOLDIERTYPE *pSoldier ) // added by Flugente
INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType )
{ {
INT16 sAPCost = 0; INT16 sAPCost = 0;
sAPCost += APBPConstants[AP_FORTIFICATION]; switch ( usActionType )
{
return sAPCost; case MTA_FORTIFY:
} sAPCost += APBPConstants[AP_FORTIFICATION];
break;
INT16 GetAPsToRemoveFortification( SOLDIERTYPE *pSoldier ) case MTA_REMOVE_FORTIFY:
{ sAPCost += APBPConstants[AP_REMOVE_FORTIFICATION];
INT16 sAPCost = 0; break;
case MTA_FILL_SANDBAG:
sAPCost += APBPConstants[AP_REMOVE_FORTIFICATION]; sAPCost += APBPConstants[AP_FILL_SANDBAG];
break;
return sAPCost; }
}
INT16 GetAPsToFillSandbag( SOLDIERTYPE *pSoldier )
{
INT16 sAPCost = 0;
sAPCost += APBPConstants[AP_FILL_SANDBAG];
return sAPCost; return sAPCost;
} }
+1 -3
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@@ -358,9 +358,7 @@ INT16 GetBPsTouseJar( SOLDIERTYPE *pSoldier );
INT16 GetAPsToHandcuff( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente INT16 GetAPsToHandcuff( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente INT16 GetAPsToApplyItem( SOLDIERTYPE *pSoldier, INT32 usMapPos ); // added by Flugente
INT16 GetAPsToBuildFortification( SOLDIERTYPE *pSoldier ); // added by Flugente INT16 GetAPsForMultiTurnAction( SOLDIERTYPE *pSoldier, UINT8 usActionType ); // added by Flugente
INT16 GetAPsToRemoveFortification( SOLDIERTYPE *pSoldier ); // added by Flugente
INT16 GetAPsToFillSandbag( SOLDIERTYPE *pSoldier ); // added by Flugente
INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier ); INT16 GetAPsToJumpOver( SOLDIERTYPE *pSoldier );
+57 -25
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@@ -15574,9 +15574,20 @@ UINT8 SOLDIERTYPE::GetMultiTurnAction()
void SOLDIERTYPE::StartMultiTurnAction(UINT8 usActionType) void SOLDIERTYPE::StartMultiTurnAction(UINT8 usActionType)
{ {
// check wether we can perform any action at all // check wether we can perform any action at all
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 ) if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || this->bCollapsed )
return; return;
// wether an action is possible or not depends on action itself (there are actions without a gridno)
switch( usMultiTurnAction )
{
case MTA_FORTIFY:
case MTA_REMOVE_FORTIFY:
case MTA_FILL_SANDBAG:
if ( this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND )
return;
break;
}
// if we already perform a multi-turn action, overwrite it // if we already perform a multi-turn action, overwrite it
if ( GetMultiTurnAction() > MTA_NONE ) if ( GetMultiTurnAction() > MTA_NONE )
CancelMultiTurnAction(FALSE); CancelMultiTurnAction(FALSE);
@@ -15588,18 +15599,7 @@ void SOLDIERTYPE::StartMultiTurnAction(UINT8 usActionType)
sMTActionGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); sMTActionGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
// for now, adding and removing a structure has the same AP cost - that might change in the future // for now, adding and removing a structure has the same AP cost - that might change in the future
switch( usMultiTurnAction ) bOverTurnAPS = GetAPsForMultiTurnAction( this, usMultiTurnAction);
{
case MTA_FORTIFY:
bOverTurnAPS = GetAPsToBuildFortification( this );
break;
case MTA_REMOVE_FORTIFY:
bOverTurnAPS = GetAPsToRemoveFortification( this );
break;
case MTA_FILL_SANDBAG:
bOverTurnAPS = GetAPsToFillSandbag( this );
break;
}
// 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) // 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)
// for this reason, we only do this when we are not in combat // for this reason, we only do this when we are not in combat
@@ -15626,12 +15626,32 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
return FALSE; return FALSE;
// check wether we can perform any action at all // check wether we can perform any action at all
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 ) if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds(this->sGridNo) || this->bCollapsed )
{ {
CancelMultiTurnAction(FALSE); CancelMultiTurnAction(FALSE);
return FALSE; return FALSE;
} }
// wether an action is possible or not depends on action itself (there are actions without a gridno)
switch( usMultiTurnAction )
{
case MTA_FORTIFY:
case MTA_REMOVE_FORTIFY:
case MTA_FILL_SANDBAG:
if ( this->pathing.bLevel != 0 || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND )
{
CancelMultiTurnAction(FALSE);
return FALSE;
}
break;
default: // default: exit
{
CancelMultiTurnAction(FALSE);
return FALSE;
}
break;
}
// check wether our selected action can still be performed // check wether our selected action can still be performed
BOOLEAN fActionStillValid = TRUE; BOOLEAN fActionStillValid = TRUE;
@@ -15641,8 +15661,11 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
fActionStillValid = FALSE; fActionStillValid = FALSE;
// error if the gridno we started working on is not the gridno we are currently looking at // error if the gridno we started working on is not the gridno we are currently looking at
if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) ) if ( usMultiTurnAction == MTA_FORTIFY || usMultiTurnAction == MTA_REMOVE_FORTIFY || usMultiTurnAction == MTA_FILL_SANDBAG )
fActionStillValid = FALSE; {
if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
fActionStillValid = FALSE;
}
if ( !fActionStillValid ) if ( !fActionStillValid )
{ {
@@ -15659,7 +15682,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
{ {
case MTA_FORTIFY: case MTA_FORTIFY:
{ {
entireapcost = GetAPsToBuildFortification( this ); entireapcost = GetAPsForMultiTurnAction( this, MTA_FORTIFY );
entirebpcost = APBPConstants[BP_FORTIFICATION]; entirebpcost = APBPConstants[BP_FORTIFICATION];
if ( !IsFortificationPossibleAtGridNo( this->sMTActionGridNo ) ) if ( !IsFortificationPossibleAtGridNo( this->sMTActionGridNo ) )
@@ -15670,7 +15693,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
break; break;
case MTA_REMOVE_FORTIFY: case MTA_REMOVE_FORTIFY:
{ {
entireapcost = GetAPsToRemoveFortification( this ); entireapcost = GetAPsForMultiTurnAction( this, MTA_REMOVE_FORTIFY );
entirebpcost = APBPConstants[BP_REMOVE_FORTIFICATION]; entirebpcost = APBPConstants[BP_REMOVE_FORTIFICATION];
if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, (SHOVEL)) ) if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, (SHOVEL)) )
@@ -15680,7 +15703,7 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
case MTA_FILL_SANDBAG: case MTA_FILL_SANDBAG:
{ {
entireapcost = GetAPsToFillSandbag( this ); entireapcost = GetAPsForMultiTurnAction( this, MTA_FILL_SANDBAG );
entirebpcost = APBPConstants[BP_FILL_SANDBAG]; entirebpcost = APBPConstants[BP_FILL_SANDBAG];
if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, EMPTY_SANDBAG) ) if ( !HasItemFlag(this->inv[ HANDPOS ].usItem, EMPTY_SANDBAG) )
@@ -15715,13 +15738,22 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
else else
{ {
// refresh animations // refresh animations
if (!is_networked) switch( usMultiTurnAction )
this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE ); {
else case MTA_FORTIFY:
this->ChangeSoldierState( CUTTING_FENCE, 0, 0 ); case MTA_REMOVE_FORTIFY:
case MTA_FILL_SANDBAG:
{
if (!is_networked)
this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
else
this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that // as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS]; this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
}
break;
}
} }
// if we can afford it, do it now // if we can afford it, do it now