New Attachment: the rifle grenade device (<AttachmentClass>33554432</AttachmentClass>) acts as a GL on the barrel slot, but blocks all other firing modes, and uses up one bullet.

It is strongly advised not to use this in combination with other underbarrel GLs.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5537 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-26 18:59:37 +00:00
parent 3dbdd4b2ad
commit 2ebe96ca59
5 changed files with 162 additions and 31 deletions
+100 -25
View File
@@ -1959,11 +1959,16 @@ INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
OBJECTTYPE* FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (ValidLaunchable( iter->usItem, usWeapon) && iter->exists())
if (pObj->exists() == true)
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
return &(*iter);
if (ValidLaunchable( iter->usItem, usWeapon) )
{
return &(*iter);
}
}
}
}
@@ -2282,7 +2287,7 @@ BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN
{
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, AC_GRENADE|AC_ROCKET|AC_MODPOUCH ) )
if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, (AC_GRENADE|AC_ROCKET|AC_MODPOUCH) ) )
{//Search for identical attachments unless we're dealing with rifle grenades
//DBrot: or pouches
fSameItem = TRUE;
@@ -4875,6 +4880,26 @@ BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttac
}
}
}*/
// Flugente: if this is a gun that we have in our first hand and it has a rifle grenade device
if ( pSoldier && HasAttachmentOfClass( this, AC_RIFLEGRENADE) && Item[this->usItem].usItemClass == IC_GUN && this == &(pSoldier->inv[ HANDPOS ]) )
{
// get rifle grenade device
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( this );
// if it exists...
if ( pRifleGrenadeDeviceObj )
{
// check if it now has a launchable grenade attached
OBJECTTYPE* pRiflefileGrenade = FindLaunchableAttachment( this, pRifleGrenadeDeviceObj->usItem);
// if that grenade is of the same type as the item we attached, adjust firing mode
if ( pRiflefileGrenade && pRiflefileGrenade->usItem == attachmentObject.usItem )
{
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
}
}
}
}
@@ -11402,12 +11427,14 @@ INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj )
BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
{
if (pObj->exists() == true) {
if (pObj->exists() == true)
{
if (Item[pObj->usItem].grenadelauncher )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if (Item[iter->usItem].grenadelauncher && iter->exists() )
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if (iter->exists() && (Item[iter->usItem].grenadelauncher || IsAttachmentClass( iter->usItem, AC_RIFLEGRENADE ) ) )
{
return TRUE;
}
@@ -11418,12 +11445,26 @@ BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
OBJECTTYPE* FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return &(*iter);
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return pObj;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].grenadelauncher && iter->exists() )
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( &(*iter) );
}
@@ -11431,14 +11472,29 @@ OBJECTTYPE* FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
}
return( 0 );
}
INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return( (*iter)[0]->data.objectStatus );
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return (*pObj)[0]->data.objectStatus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].grenadelauncher && iter->exists())
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( (*iter)[0]->data.objectStatus );
}
@@ -11446,14 +11502,29 @@ INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
}
return( ITEM_NOT_FOUND );
}
UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return pObj->usItem;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].grenadelauncher && iter->exists())
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
@@ -11466,8 +11537,9 @@ UINT16 GetAttachedUnderBarrel( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ((Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) ) && iter->exists())
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) ))
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
@@ -11479,8 +11551,9 @@ BOOLEAN IsUnderBarrelAttached( OBJECTTYPE * pObj, UINT8 subObject )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists() )
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
{
return TRUE;
}
@@ -11493,8 +11566,9 @@ OBJECTTYPE* FindAttachment_UnderBarrel( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists() )
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
{
return( &(*iter) );
}
@@ -11507,8 +11581,9 @@ INT16 GetUnderBarrelStatus( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) && iter->exists())
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & (IC_GUN | IC_BLADE) )
{
return( (*iter)[0]->data.objectStatus );
}