MERGED bugfixes from revision: 4919

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4974 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-02-29 00:43:09 +00:00
parent 74e8ecae8c
commit 133a48dd41
11 changed files with 47 additions and 12 deletions
+36 -5
View File
@@ -3278,20 +3278,51 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
BOOLEAN slingFit = (CanItemFitInPosition(pSoldier, &pSoldier->inv[GUNSLINGPOCKPOS], HANDPOS, FALSE) || pSoldier->inv[GUNSLINGPOCKPOS].exists() == false);
if(Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].twohanded && pSoldier->inv[SECONDHANDPOS].exists() == true)
handFit = FALSE;
if( handFit == TRUE && slingFit == TRUE)
{
SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
if (gGameOptions.fInventoryCostsAP)
{
UINT8 APCost = 0;
if (pSoldier->inv[GUNSLINGPOCKPOS].exists())
{
APCost += ( APBPConstants [ AP_INV_FROM_SLING ] + APBPConstants [ AP_INV_TO_HANDS ] );
if (gGameExternalOptions.uWeightDivisor != 0)
APCost += DynamicAdjustAPConstants((int)((Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor),(int)((Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor));
}
if (pSoldier->inv[HANDPOS].exists())
{
APCost += ( APBPConstants [ AP_INV_TO_SLING ] + APBPConstants [ AP_INV_FROM_HANDS ] );
if (gGameExternalOptions.uWeightDivisor != 0)
APCost += DynamicAdjustAPConstants((int)((Item[pSoldier->inv[HANDPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor),(int)((Item[pSoldier->inv[HANDPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor));
}
APCost = __min(APCost, APBPConstants[AP_INV_MAX_COST]);
if (pSoldier->bActionPoints >= APCost)
{
pSoldier->bActionPoints -= APCost;
SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
}
else
{
CHAR16 zOutputString[512];
swprintf( zOutputString, New113Message[MSG113_INVENTORY_APS_INSUFFICIENT], APCost, pSoldier->bActionPoints);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
}
}
else
{
SwapObjs(&pSoldier->inv[HANDPOS], &pSoldier->inv[GUNSLINGPOCKPOS]);
HandleTacticalEffectsOfEquipmentChange(pSoldier, HANDPOS, pSoldier->inv[GUNSLINGPOCKPOS].usItem, pSoldier->inv[HANDPOS].usItem);
}
}
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
break;
case INSERT:
// WANNE: Commented this out, because the interface panel is not correctly redrawn!
// I do not know the bug ;(
case INSERT:
GoIntoOverheadMap();
break;