New feature (by DepressivesBrot): Molle Items

- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-02 22:30:15 +00:00
parent 832335d904
commit 3077e27d9f
65 changed files with 766 additions and 294 deletions
+7 -5
View File
@@ -301,7 +301,9 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
INT8 nextDir=0;
UINT8 who; //,itemIndex; // for each square checked
UINT8 dir,range,Path2;
UINT8 ubRoomNo;
//DBrot: More Rooms
//UINT8 ubRoomNo;
UINT16 usRoomNo;
BOOLEAN fCheckForRooms = FALSE;
ITEM_POOL *pItemPool;
BOOLEAN fHiddenStructVisible;
@@ -841,7 +843,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
// OK, if we are underground, we don't want to reveal stuff if
// 1 ) there is a roof over us and
// 2 ) we are not in a room
if ( gubWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
if ( gusWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
{
int i = 0;
}
@@ -862,10 +864,10 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
// CHECK FOR ROOMS
//if ( fCheckForRooms )
{
if ( InAHiddenRoom( marker, &ubRoomNo ) )
if ( InAHiddenRoom( marker, &usRoomNo ) )
{
RemoveRoomRoof( marker, ubRoomNo, pSoldier );
if ( ubRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
RemoveRoomRoof( marker, usRoomNo, pSoldier );
if ( usRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
{
// reveal boxing ring at same time
RemoveRoomRoof( marker, BOXING_RING, pSoldier );