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
+41 -5
View File
@@ -3803,8 +3803,8 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
OBJECTTYPE Launchable;
OBJECTTYPE * pObj;
UINT16 usItemNum;
INT32 iID;
REAL_OBJECT *pObject;
INT32 iID;
REAL_OBJECT *pObject;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UseLauncher, target = %d", sTargetGridNo) );
usItemNum = pSoldier->usAttackingWeapon;
@@ -3855,7 +3855,7 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && Item[ iter->usItem ].usItemClass & (IC_LAUNCHER|IC_LAUNCHER) )
if ( iter->exists() && Item[ iter->usItem ].usItemClass & IC_LAUNCHER )
{
pgunobj = &(*iter);
break;
@@ -3885,6 +3885,16 @@ BOOLEAN UseLauncher( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
GunIncreaseHeat( pgunobj );
// Flugente: if we are using a rifle grenade, we also use up one of the gun's bullets
if ( IsAttachmentClass(pgunobj->usItem, AC_RIFLEGRENADE) )
{
if ( (*pObj)[0]->data.gun.ubGunShotsLeft> 0 )
(*pObj)[0]->data.gun.ubGunShotsLeft--;
// increase heat, as we 'fired' a bullet
GunIncreaseHeat( pObj );
}
if ( Weapon[ usItemNum ].sSound != NO_WEAPON_SOUND )
{
if (Item[ usItemNum ].usItemClass == IC_GUN )
@@ -10435,6 +10445,22 @@ BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode bWpnMode, SOLDIE
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("IsGunWeaponModeCapable: weapon mode=%d",bWpnMode));
// Flugente: if have a riflegrenade device attached, and that thing has a launchable grenade, block all other firing modes
if ( HasAttachmentOfClass(pObject, AC_RIFLEGRENADE) )
{
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher(pObject);
if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( pObject, pRifleGrenadeDeviceObj->usItem) )
{
if ( bWpnMode == WM_ATTACHED_GL )
{
return TRUE;
}
else
return FALSE;
}
}
switch(bWpnMode)
{
case WM_NORMAL:
@@ -10453,11 +10479,11 @@ BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode bWpnMode, SOLDIE
// return (FindAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), UNDER_GLAUNCHER ) != 0 );
//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]) )) != 0 );
return (!Item[pObject->usItem].grenadelauncher && IsGrenadeLauncherAttached( pObject ) && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject )) != 0 );
return ( (!Item[pObject->usItem].grenadelauncher && !IsAttachmentClass(pObject->usItem, AC_RIFLEGRENADE) ) && IsGrenadeLauncherAttached( pObject ) && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject )) != 0 );
case WM_ATTACHED_GL_BURST:
//return (!Item[pSoldier->inv[ubHandPos].usItem].grenadelauncher && IsGrenadeLauncherAttached( &(pSoldier->inv[ubHandPos]) ) && Weapon[GetAttachedGrenadeLauncher(&pSoldier->inv[ubHandPos])].ubShotsPerBurst > 0 && FindLaunchableAttachment( &(pSoldier->inv[ubHandPos]), GetAttachedGrenadeLauncher( &(pSoldier->inv[ubHandPos]))) != 0 );
return (!Item[pObject->usItem].grenadelauncher && IsGrenadeLauncherAttached( pObject ) && Weapon[GetAttachedGrenadeLauncher(pObject)].ubShotsPerBurst > 0 && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject)) != 0 );
return ( (!Item[pObject->usItem].grenadelauncher && !HasAttachmentOfClass( pObject, AC_RIFLEGRENADE ) ) && IsGrenadeLauncherAttached( pObject ) && Weapon[GetAttachedGrenadeLauncher(pObject)].ubShotsPerBurst > 0 && FindLaunchableAttachment( pObject, GetAttachedGrenadeLauncher( pObject)) != 0 );
case WM_ATTACHED_GL_AUTO:
return FALSE;
@@ -11053,6 +11079,16 @@ void ChangeWeaponMode( SOLDIERTYPE * pSoldier )
pSoldier->bWeaponMode = WM_AUTOFIRE;
else
pSoldier->bWeaponMode = WM_NORMAL;
if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_RIFLEGRENADE) )
{
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( &(pSoldier->inv[HANDPOS]) );
if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( &(pSoldier->inv[HANDPOS]), pRifleGrenadeDeviceObj->usItem) )
{
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
}
}
}
// Changed by ADB, rev 1513