new key combinations:

- SHIFT + K: switch to and from riflesling
- SHIFT + K + ALT: switch to knife, or from knife to gun
- SHIFT + K + CTRL: switch to sidearm, or from sidearm to non-sidearm gun
the switches will search for a valid spot for the replaced hand items, thus a LAW won't go into a holster etc.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5900 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-06 00:36:57 +00:00
parent ce0a49e4b4
commit 30a7e22a3d
3 changed files with 202 additions and 47 deletions
+189
View File
@@ -15781,6 +15781,195 @@ void SOLDIERTYPE::DropSectorEquipment()
}
}
// Flugente: switch hand item for gunsling weapon, or pistol, or knife
void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm )
{
// NIV-only
if ( !UsingNewInventorySystem() )
return;
// The slot we move our hand object from and the new object to is obviously always HANDPOS
// The second slot is the one from where we retrieve the object we search
UINT8 retrieveslot = GUNSLINGPOCKPOS;
// The third slot is where we put our hand item into
UINT8 handobjstorageslot = HANDPOS;
// if we swap knifes or sidearms, we search for any such item if we do not already have it in our hands. If we do, we instead search for a gun to switch
if ( fKnife )
{
// if we already have a knife in hand, search for a gun instead
if ( this->inv[HANDPOS].exists() && Item[this->inv[HANDPOS].usItem].usItemClass & IC_BLADE )
{
for(UINT8 i = GUNSLINGPOCKPOS; i < NUM_INV_SLOTS; ++i)
{
// we use the first gun we can find
if ( this->inv[i].exists() && Item[this->inv[i].usItem].usItemClass & IC_GUN && this->inv[i].ubNumberOfObjects == 1 )
{
retrieveslot = i;
break;
}
}
}
// search for a knife
else
{
for(UINT8 i = GUNSLINGPOCKPOS; i < NUM_INV_SLOTS; ++i)
{
// take first blade
if ( this->inv[i].exists() && Item[this->inv[i].usItem].usItemClass & IC_BLADE && this->inv[i].ubNumberOfObjects == 1 )
{
retrieveslot = i;
break;
}
}
}
}
else if ( fSideArm )
{
// if we already have a sidearm in hand, search for a gun tat isn't a sidearm instead
if ( this->inv[HANDPOS].exists() && Item[this->inv[HANDPOS].usItem].usItemClass & IC_GUN && Weapon[ Item[ this->inv[HANDPOS].usItem ].ubClassIndex ].ubWeaponClass == HANDGUNCLASS )
{
for(UINT8 i = GUNSLINGPOCKPOS; i < NUM_INV_SLOTS; ++i)
{
// we use the first gun we can find
if ( this->inv[i].exists() && Item[this->inv[i].usItem].usItemClass & IC_GUN && Weapon[ Item[ this->inv[i].usItem ].ubClassIndex ].ubWeaponClass != HANDGUNCLASS && this->inv[i].ubNumberOfObjects == 1 )
{
retrieveslot = i;
break;
}
}
}
// search for a sidearm
else
{
for(UINT8 i = GUNSLINGPOCKPOS; i < NUM_INV_SLOTS; ++i)
{
// take first blade
if ( this->inv[i].exists() && Item[this->inv[i].usItem].usItemClass & IC_GUN && Weapon[ Item[ this->inv[i].usItem ].ubClassIndex ].ubWeaponClass == HANDGUNCLASS && this->inv[i].ubNumberOfObjects == 1 )
{
retrieveslot = i;
break;
}
}
}
}
// search a slot to put our hand object into
for(UINT8 i = GUNSLINGPOCKPOS; i < NUM_INV_SLOTS; ++i)
{
// take first slot that hadn item would fit
if ( CanItemFitInPosition(this, &this->inv[HANDPOS], i, FALSE) )
{
if ( i == retrieveslot || !this->inv[i].exists() )
{
handobjstorageslot = i;
break;
}
}
}
BOOLEAN handcanMove = (CanItemFitInPosition(this, &this->inv[HANDPOS], handobjstorageslot, FALSE) || (this->inv[HANDPOS].exists() == false && this->inv[SECONDHANDPOS].exists() == false));
BOOLEAN searchitemCanMove = (CanItemFitInPosition(this, &this->inv[retrieveslot], HANDPOS, FALSE) || this->inv[retrieveslot].exists() == false);
if(Item[this->inv[retrieveslot].usItem].twohanded && this->inv[SECONDHANDPOS].exists() == true)
handcanMove = FALSE;
if( handcanMove == TRUE && searchitemCanMove == TRUE)
{
if (gGameOptions.fInventoryCostsAP)
{
UINT8 APCost = 0;
if (gGameExternalOptions.uWeightDivisor != 0)
{
// we need to determine moving costs according to slots
INT16 fromretrieve = uiNIVSlotType[retrieveslot];
INT16 tohand = uiNIVSlotType[HANDPOS];
INT16 fromhand = uiNIVSlotType[HANDPOS];
INT16 tostorage = uiNIVSlotType[handobjstorageslot];
//If these 2 arrays are initiated outside the function, APBPConstants will not have been initialized, and all values will be 0
INT16 uiAPCostFromSlot[12] =
{
APBPConstants[AP_INV_FROM_NONE],
APBPConstants[AP_INV_FROM_HANDS],
APBPConstants[AP_INV_FROM_EQUIPMENT],
APBPConstants[AP_INV_FROM_VEST],
APBPConstants[AP_INV_FROM_RIG],
APBPConstants[AP_INV_FROM_CPACK],
APBPConstants[AP_INV_FROM_BPACK],
APBPConstants[AP_INV_FROM_SLING],
APBPConstants[AP_INV_FROM_KNIFE],
APBPConstants[AP_INV_FROM_FACE],
APBPConstants[AP_INV_FROM_BIG_POCKET],
APBPConstants[AP_INV_FROM_SMALL_POCKET]
};
INT16 uiAPCostToSlot[12] =
{
APBPConstants[AP_INV_TO_NONE],
APBPConstants[AP_INV_TO_HANDS],
APBPConstants[AP_INV_TO_EQUIPMENT],
APBPConstants[AP_INV_TO_VEST],
APBPConstants[AP_INV_TO_RIG],
APBPConstants[AP_INV_TO_CPACK],
APBPConstants[AP_INV_TO_BPACK],
APBPConstants[AP_INV_TO_SLING],
APBPConstants[AP_INV_TO_KNIFE],
APBPConstants[AP_INV_TO_FACE],
APBPConstants[AP_INV_TO_BIG_POCKET],
APBPConstants[AP_INV_TO_SMALL_POCKET]
};
if (this->inv[retrieveslot].exists())
{
APCost += ( uiAPCostFromSlot[ fromretrieve ] + uiAPCostToSlot [ tohand ] );
INT16 weight = (int)((Item[this->inv[retrieveslot].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor);
APCost += DynamicAdjustAPConstants(weight, weight);
}
if (this->inv[HANDPOS].exists())
{
APCost += ( uiAPCostFromSlot [ fromhand ] + uiAPCostToSlot [ tostorage ] );
INT16 weight = (int)((Item[this->inv[HANDPOS].usItem].ubWeight) / gGameExternalOptions.uWeightDivisor);
APCost += DynamicAdjustAPConstants(weight, weight);
}
}
APCost = __min(APCost, APBPConstants[AP_INV_MAX_COST]);
if (this->bActionPoints >= APCost)
{
// SANDRO - I dared to change this to use the apropriate function, as that function is actually important for IIS
//pSoldier->bActionPoints -= APCost;
DeductPoints( this, APCost, 0 );
SwapObjs(&this->inv[HANDPOS], &this->inv[retrieveslot]);
// if we store our han item in a different position than the item we retrieve originally was, swap again
if ( handobjstorageslot != retrieveslot )
SwapObjs(&this->inv[retrieveslot], &this->inv[handobjstorageslot]);
HandleTacticalEffectsOfEquipmentChange(this, HANDPOS, this->inv[retrieveslot].usItem, this->inv[HANDPOS].usItem);
}
else
{
CHAR16 zOutputString[512];
swprintf( zOutputString, New113Message[MSG113_INVENTORY_APS_INSUFFICIENT], APCost, this->bActionPoints);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
}
}
else
{
SwapObjs(&this->inv[HANDPOS], &this->inv[retrieveslot]);
// if we store our han item in a different position than the item we retrieve originally was, swap again
if ( handobjstorageslot != retrieveslot )
SwapObjs(&this->inv[retrieveslot], &this->inv[handobjstorageslot]);
HandleTacticalEffectsOfEquipmentChange(this, HANDPOS, this->inv[retrieveslot].usItem, this->inv[HANDPOS].usItem);
}
}
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
INT32 CheckBleeding( SOLDIERTYPE *pSoldier )
{
INT8 bBandaged; //,savedOurTurn;