Fortification feature fixes (by Flugente)

- fixed a bug that prohibited building a structure in turnbased mode
- fixed a bug that caused a wrong AP cost for fortification actions
- fixed itemflag
- fixed cursor animations for fortifications


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5343 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-12 07:45:30 +00:00
parent f728cdfe72
commit ac220f981c
4 changed files with 63 additions and 10 deletions
+3 -3
View File
@@ -5997,12 +5997,12 @@ BOOLEAN BuildFortification( UINT32 flag )
if ( gusSelectedSoldier == NOBODY )
return FALSE;
if( (gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED) )
// comment this in to forbid building while enemies are around
/*if( (gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED) )
{
return FALSE;
}
/* // comment this in to forbid building while enemies are around
if( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 &&
NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 )
{
+2 -7
View File
@@ -3481,13 +3481,8 @@ INT16 GetAPsToBuildFortification( SOLDIERTYPE *pSoldier, INT32 usMapPos )
INT16 sAPCost = 0;
sAPCost = PlotPath( pSoldier, usMapPos, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
// If point cost is zero, return 0
if ( sAPCost != 0 )
{
// ADD APS TO PICKUP
sAPCost += APBPConstants[AP_FORTIFICATION];
}
sAPCost += APBPConstants[AP_FORTIFICATION];
return sAPCost;
+54
View File
@@ -14392,6 +14392,11 @@ void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection
else
this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
// ugly, ugly hack: as e do not have a special animation for this action, we use the 'cut a fence' animations
// however, APs are directly deducted because of this. So we can't use the AP_FORTIFICATION costs
// for this reason, we deduct the APS still missing here
INT16 restAPs = max(0, APBPConstants[AP_FORTIFICATION] - APBPConstants[AP_USEWIRECUTTERS]);
if ( HasItemFlag(this->inv[ HANDPOS ].usItem, (FULL_SANDBAG|CONCERTINA)) )
{
// Build the thing
@@ -14404,6 +14409,8 @@ void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection
StatChange( this, STRAMT, 4, TRUE );
StatChange( this, HEALTHAMT, 2, TRUE );
DeductPoints( this, restAPs, 0, AFTERACTION_INTERRUPT );
fSuccess = TRUE;
}
}
@@ -14432,8 +14439,31 @@ void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection
StatChange( this, STRAMT, 1, TRUE );
StatChange( this, HEALTHAMT, 1, TRUE );
DeductPoints( this, restAPs, 0, AFTERACTION_INTERRUPT );
fSuccess = TRUE;
}
else
{
fullsandbagnr = 2824;
if ( HasItemFlag(fullsandbagnr, FULL_SANDBAG) )
{
// Erase 'material' item from our hand - we 'used' it to build the structure
INT8 bObjSlot = HANDPOS;
CreateItem( fullsandbagnr, 100, &gTempObject );
SwapObjs( this, bObjSlot, &gTempObject, TRUE );
// we gain a bit of experience...
StatChange( this, STRAMT, 1, TRUE );
StatChange( this, HEALTHAMT, 1, TRUE );
DeductPoints( this, restAPs, 0, AFTERACTION_INTERRUPT );
fSuccess = TRUE;
}
}
}
}
}
@@ -14458,8 +14488,32 @@ void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection
StatChange( this, STRAMT, 3, TRUE );
StatChange( this, HEALTHAMT, 2, TRUE );
DeductPoints( this, restAPs, 0, AFTERACTION_INTERRUPT );
fSuccess = TRUE;
}
else
{
fullsandbagnr = 2824;
if ( HasItemFlag(fullsandbagnr, FULL_SANDBAG) )
{
// Erase 'material' item from our hand - we 'used' it to build the structure
INT8 bObjSlot = HANDPOS;
CreateItem( fullsandbagnr, 100, &gTempObject );
// now add a tripwire item to the floor, simulating that activating tripwire deactivates it
AddItemToPool( sGridNo, &gTempObject, 1, 0, 0, -1 );
// we gain a bit of experience...
StatChange( this, STRAMT, 3, TRUE );
StatChange( this, HEALTHAMT, 2, TRUE );
DeductPoints( this, restAPs, 0, AFTERACTION_INTERRUPT );
fSuccess = TRUE;
}
}
}
}
}
+4
View File
@@ -2162,6 +2162,8 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
{
return( FORTIFICATION_RED_UICURSOR );
}
else
return( FORTIFICATION_RED_UICURSOR );
}
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
@@ -2172,6 +2174,8 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
{
return( FORTIFICATION_GREY_UICURSOR );
}
else
return( FORTIFICATION_RED_UICURSOR );
}
// can we build something here?