New hotkey Shift+P - transform stock.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9297 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Sevenfm
2022-02-13 06:56:23 +00:00
parent 3a9d6d65e4
commit 04d14f436f
+133
View File
@@ -369,9 +369,12 @@ void HandleTacticalAmmoCrates( UINT8 magType );
void HandleTacticalTransformItem( void );
void HandleTacticalTransformFlashlight(void);
void HandleTacticalTransformLaser(void);
void HandleTacticalTransformStock(void);
void HandleTacticalTransformScope(void);
BOOLEAN FindTransformation(UINT16 usItem, TransformInfoStruct **pTransformation, BOOLEAN fTactical = FALSE);
BOOLEAN FindTransformationStock(UINT16 usItem, TransformInfoStruct **pTransformation);
BOOLEAN FindLaserTransformation(UINT16 usItem, TransformInfoStruct **pTransformation);
BOOLEAN FindStockTransformation(UINT16 usItem, TransformInfoStruct **pTransformation);
BOOLEAN FindScopeTransformation(UINT16 usItem, TransformInfoStruct **pTransformation);
void GetTBMouseButtonInput( UINT32 *puiNewEvent )
@@ -4217,6 +4220,9 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
break;
case 'P':
HandleTacticalTransformStock();
break;
case 'q':
@@ -8793,6 +8799,27 @@ BOOLEAN FindTransformation(UINT16 usItem, TransformInfoStruct **pTransformation,
return FALSE;
}
BOOLEAN FindTransformationStock(UINT16 usItem, TransformInfoStruct **pTransformation)
{
// find transformation
for (UINT32 x = 0; x < MAXITEMS + 1; ++x)
{
if (Transform[x].usItem == (UINT16)-1)
{
break;
}
if (Transform[x].usItem == usItem &&
Transform[x].usResult[0] != usItem &&
Item[Transform[x].usResult[0]].usItemClass == Item[usItem].usItemClass &&
Item[Transform[x].usItem].ItemSize != Item[Transform[x].usResult[0]].ItemSize)
{
*pTransformation = &Transform[x];
return TRUE;
}
}
return FALSE;
}
void HandleTacticalMoveItems( void )
{
// Move all sector items to current mercs feet
@@ -9224,6 +9251,89 @@ void HandleTacticalTransformLaser(void)
}
}
void HandleTacticalTransformStock(void)
{
UINT16 usItem;
TransformInfoStruct *pTransformation;
OBJECTTYPE* pObj;
SOLDIERTYPE* pSoldier;
if (!GetSoldier(&pSoldier, gusSelectedSoldier))
return;
if (!pSoldier->inv[HANDPOS].exists())
return;
// ATE: Don't do this if in a fire animation.....
if (gAnimControl[pSoldier->usAnimState].uiFlags & ANIM_FIRE)
return;
// don't do this when EDB is active
if (gpItemDescObject)
return;
usItem = pSoldier->inv[HANDPOS].usItem;
// check if can transform item
if (FindTransformationStock(usItem, &pTransformation))
{
if (pTransformation->usAPCost > 0 && (gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED))
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s (%d AP)", pTransformation->szMenuRowText, pTransformation->usAPCost);
else
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pTransformation->szMenuRowText);
// let's pretend we are calling this from EDB
gpItemDescObject = &pSoldier->inv[HANDPOS];
gpItemDescObject->TransformObject(pSoldier, 0, pTransformation, NULL);
// cleanup
gpItemDescObject = NULL;
DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2);
gfUIForceReExamineCursorData = TRUE;
return;
}
// check attachments
attachmentList::iterator iter;
pObj = &(pSoldier->inv[HANDPOS]);
// check all attachments, search for available transformations
for (iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass == IC_MISC && Item[iter->usItem].attachmentclass & AC_STOCK)
{
usItem = Item[iter->usItem].uiIndex;
// check flashlight transformation
if (FindStockTransformation(usItem, &pTransformation) &&
pTransformation->usResult[0] != 0)
{
if (pTransformation->usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED)
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s (%d AP)", pTransformation->szMenuRowText, pTransformation->usAPCost);
else
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pTransformation->szMenuRowText);
// let's pretend we are calling this from EDB
gpItemDescObject = pObj;
gpItemDescOrigAttachmentObject = &(*iter);
gpItemDescOrigAttachmentObject->TransformObject(pSoldier, 0, pTransformation, gpItemDescObject);
// cleanup
gpItemDescObject = NULL;
gpItemDescOrigAttachmentObject = NULL;
DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2);
gfUIForceReExamineCursorData = TRUE;
return;
}
}
}
}
void HandleTacticalTransformFlashlight(void)
{
UINT16 usItem;
@@ -9322,6 +9432,7 @@ BOOLEAN FindLaserTransformation(UINT16 usItem, TransformInfoStruct **pTransforma
}
if (Transform[x].usItem == usItem &&
Transform[x].usResult[0] != 0 &&
Transform[x].usResult[0] != usItem &&
Item[Transform[x].usResult[0]].usItemClass & IC_MISC &&
Item[Transform[x].usResult[0]].attachmentclass & AC_LASER)
{
@@ -9332,6 +9443,28 @@ BOOLEAN FindLaserTransformation(UINT16 usItem, TransformInfoStruct **pTransforma
return FALSE;
}
BOOLEAN FindStockTransformation(UINT16 usItem, TransformInfoStruct **pTransformation)
{
// find transformation
for (INT32 x = 0; x < MAXITEMS + 1; x++)
{
if (Transform[x].usItem == (UINT16)-1)
{
break;
}
if (Transform[x].usItem == usItem &&
Transform[x].usResult[0] != 0 &&
Transform[x].usResult[0] != usItem &&
Item[Transform[x].usResult[0]].usItemClass & IC_MISC &&
Item[Transform[x].usResult[0]].attachmentclass & AC_STOCK)
{
*pTransformation = &Transform[x];
return TRUE;
}
}
return FALSE;
}
BOOLEAN FindScopeTransformation(UINT16 usItem, TransformInfoStruct **pTransformation)
{
INT32 iFoundIndex;