fixes for running over water

- merc will continue running after he walks out of last water tile
- fixed both pathing prediction AP cost calculation and an actual AP cost deduction when running into water and out of water

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9068 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Shadooow
2021-06-09 03:25:43 +00:00
parent 4b8a00f6e2
commit 807bd518b3
3 changed files with 30 additions and 5 deletions
+9
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@@ -4558,6 +4558,8 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
iLastGrid = giPathDataSize; iLastGrid = giPathDataSize;
} }
INT16 usMovementModeBefore = pSold->usAnimState;
for ( iCnt=0; iCnt < iLastGrid; iCnt++ ) for ( iCnt=0; iCnt < iLastGrid; iCnt++ )
{ {
sExtraCostStand = 0; sExtraCostStand = 0;
@@ -4586,6 +4588,13 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
usMovementModeToUseForAPs = WALKING; usMovementModeToUseForAPs = WALKING;
} }
//shadooow: moved inside loop because it can happen we (re)start running after we walked in water
if (sSwitchValue != TRAVELCOST_FENCE && usMovementModeToUseForAPs == RUNNING && usMovementModeBefore != RUNNING)
{
sPoints += GetAPsStartRun(pSold);
}
usMovementModeBefore = usMovementModeToUseForAPs;
// get the tile cost for that tile based on WALKING // get the tile cost for that tile based on WALKING
sTileCost = TerrainActionPoints( pSold, sTempGrid, (INT8)guiPathingData[iCnt], pSold->pathing.bLevel ); sTileCost = TerrainActionPoints( pSold, sTempGrid, (INT8)guiPathingData[iCnt], pSold->pathing.bLevel );
+15 -1
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@@ -542,6 +542,19 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) ); sPoints = max(1.0f, ( sPoints * (100 - (FLOAT)gSkillTraitValues.ubATAPsMovementReduction) / 100.0f ) );
} }
if (usMovementMode == RUNNING && pSoldier->usAnimState != RUNNING)
{
// CHRISL
if ((UsingNewInventorySystem() == true) && FindBackpackOnSoldier(pSoldier) != ITEM_NOT_FOUND)
{
sPoints += GetAPsStartRun(pSoldier) + 2; // changed by SANDRO
}
else
{
sPoints += GetAPsStartRun(pSoldier); // changed by SANDRO
}
}
// Flugente: riot shields lower movement speed // Flugente: riot shields lower movement speed
if ( pSoldier->IsRiotShieldEquipped( ) ) if ( pSoldier->IsRiotShieldEquipped( ) )
sPoints *= gItemSettings.fShieldMovementAPCostModifier; sPoints *= gItemSettings.fShieldMovementAPCostModifier;
@@ -2802,11 +2815,12 @@ INT8 MinAPsToStartMovement( SOLDIERTYPE * pSoldier, UINT16 usMovementMode )
default: default:
break; break;
} }
/*
if (usMovementMode == RUNNING && pSoldier->usAnimState != RUNNING ) if (usMovementMode == RUNNING && pSoldier->usAnimState != RUNNING )
{ {
bAPs += GetAPsStartRun( pSoldier ); // changed by SANDRO bAPs += GetAPsStartRun( pSoldier ); // changed by SANDRO
} }
*/
return( bAPs ); return( bAPs );
} }
+6 -4
View File
@@ -3919,6 +3919,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
case RUNNING: case RUNNING:
// Only if our previous is not running // Only if our previous is not running
/* //shadooow: moved to ActionPointCost
if ( this->usAnimState != RUNNING ) if ( this->usAnimState != RUNNING )
{ {
// CHRISL // CHRISL
@@ -3931,6 +3932,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart
sAPCost = GetAPsStartRun( this ); // changed by SANDRO sAPCost = GetAPsStartRun( this ); // changed by SANDRO
DeductPoints( this, sAPCost, sBPCost, MOVEMENT_INTERRUPT ); DeductPoints( this, sAPCost, sBPCost, MOVEMENT_INTERRUPT );
} }
*/
// Set pending action count to 0 // Set pending action count to 0
this->aiData.ubPendingActionAnimCount = 0; this->aiData.ubPendingActionAnimCount = 0;
this->usPendingAnimation = NO_PENDING_ANIMATION; this->usPendingAnimation = NO_PENDING_ANIMATION;
@@ -4873,7 +4875,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove )
// OK, check that our animation is up to date! // OK, check that our animation is up to date!
// Check our water value // Check our water value
INT16 usUIMovementModeToSet = this->usUIMovementMode;
if ( !(this->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) ) if ( !(this->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) )
{ {
fInWaterValue = this->MercInWater( ); fInWaterValue = this->MercInWater( );
@@ -4881,7 +4883,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove )
// ATE: If ever in water MAKE SURE WE WALK AFTERWOODS! // ATE: If ever in water MAKE SURE WE WALK AFTERWOODS!
if ( fInWaterValue ) if ( fInWaterValue )
{ {
this->usUIMovementMode = WALKING; usUIMovementModeToSet = WALKING;
} }
if ( fInWaterValue != this->flags.fPrevInWater ) if ( fInWaterValue != this->flags.fPrevInWater )
@@ -4901,7 +4903,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove )
{ {
// ATE: Check if we are going from water to land - if so, resume // ATE: Check if we are going from water to land - if so, resume
// with regular movement mode... // with regular movement mode...
this->EVENT_InitNewSoldierAnim( this->usUIMovementMode, 0, FALSE ); this->EVENT_InitNewSoldierAnim( usUIMovementModeToSet, 0, FALSE );
} }
} }
@@ -4946,7 +4948,7 @@ void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove )
// Make transition from low to deep // Make transition from low to deep
this->EVENT_InitNewSoldierAnim( DEEP_TO_LOW_WATER, 0, FALSE ); this->EVENT_InitNewSoldierAnim( DEEP_TO_LOW_WATER, 0, FALSE );
this->usDontUpdateNewGridNoOnMoveAnimChange = 1; this->usDontUpdateNewGridNoOnMoveAnimChange = 1;
this->usPendingAnimation = this->usUIMovementMode; this->usPendingAnimation = usUIMovementModeToSet;
} }
} }