- removed the CLOTHES_CIVILIAN-flag, as it is not needed anymore

- the Strip function now removes the covert tags, or takes off custom clothes if already not covert
- fix: XML_Clothes.cpp was not included

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5567 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-09-16 14:56:45 +00:00
parent 829c3140ae
commit 3e30b296cf
6 changed files with 71 additions and 47 deletions
+2 -2
View File
@@ -4594,7 +4594,7 @@ void CleanWeapons( BOOLEAN fCleanAll )
}
}
// take off custom clothes
// undisguise or take off custom clothes
void Strip( SOLDIERTYPE * pSoldier )
{
pSoldier->Strip();
@@ -4719,7 +4719,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
CleanWeapons(TRUE);
break;
case 4:
// take off custom clothes
// undisguise or take off custom clothes
Strip(gpTempSoldier);
break;
default:
+1 -1
View File
@@ -740,7 +740,7 @@ extern OBJECTTYPE gTempObject;
#define CAMO_REMOVAL 0x00000400 //1024 // item can be used to remove camo
#define CLEANING_KIT 0x00000800 //2048 // weapon cleaning kit
#define CLOTHES_CIVILIAN 0x00001000 //4096 // with this item you can disguise as a civilian
//#define CLOTHES_CIVILIAN 0x00001000 //4096 // with this item you can disguise as a civilian // not used anymore
#define GAROTTE 0x00002000 //8192 // this item is a garotte
#define COVERT 0x00004000 //16384 // if LBE, any gun inside will be covert. On a gun, it will covert in any LBE, even if the LBE does not have that tag itself
#define CORPSE 0x00008000 //32768 // a dead body
+63 -43
View File
@@ -15073,56 +15073,76 @@ void SOLDIERTYPE::LooseDisguise( void )
this->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
}
// take off any clothes item and switch back to original clothes
// undisguise or take off any clothes item and switch back to original clothes
// no - this function does not want you think it does. Leave Fox alone, you perv.
void SOLDIERTYPE::Strip()
{
// loose any covert and clothes flags
this->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
UINT16 vestitem = 0;
if ( GetFirstClothesItemWithSpecificData(&vestitem, this->VestPal, "blank") )
// if covert, loose that ability
if ( this->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
CreateItem( vestitem, 100, &gTempObject );
if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
// loose any covert flags
this->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
}
// if already not covert, take off clothes
else if ( this->bSoldierFlagMask & (SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS) )
{
// loose any clothes flags
this->bSoldierFlagMask &= ~(SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
UINT16 vestitem = 0;
if ( GetFirstClothesItemWithSpecificData(&vestitem, this->VestPal, "blank") )
{
CreateItem( vestitem, 100, &gTempObject );
if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
UINT16 pantsitem = 0;
if ( GetFirstClothesItemWithSpecificData(&pantsitem, "blank", this->PantsPal) )
{
CreateItem( pantsitem, 100, &gTempObject );
if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
// show our true colours
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( this, this->usAnimState );
if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE )
{
UINT8 ubProfileIndex;
MERCPROFILESTRUCT * pProfile;
ubProfileIndex = this->ubProfile;
pProfile = &(gMercProfiles[ubProfileIndex]);
SET_PALETTEREP_ID ( this->VestPal, pProfile->VEST );
SET_PALETTEREP_ID ( this->PantsPal, pProfile->PANTS );
// Use palette from HVOBJECT, then use substitution for pants, etc
memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[ usPaletteAnimSurface ].hVideoObject->pPaletteEntry, sizeof( this->p8BPPPalette ) * 256 );
SetPaletteReplacement( this->p8BPPPalette, this->HeadPal );
SetPaletteReplacement( this->p8BPPPalette, this->VestPal );
SetPaletteReplacement( this->p8BPPPalette, this->PantsPal );
SetPaletteReplacement( this->p8BPPPalette, this->SkinPal );
this->CreateSoldierPalettes();
}
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
UINT16 pantsitem = 0;
if ( GetFirstClothesItemWithSpecificData(&pantsitem, "blank", this->PantsPal) )
{
CreateItem( pantsitem, 100, &gTempObject );
if ( !AutoPlaceObject( this, &gTempObject, FALSE ) )
AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
// show our true colours
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( this, this->usAnimState );
if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE )
{
UINT8 ubProfileIndex;
MERCPROFILESTRUCT * pProfile;
ubProfileIndex = this->ubProfile;
pProfile = &(gMercProfiles[ubProfileIndex]);
SET_PALETTEREP_ID ( this->VestPal, pProfile->VEST );
SET_PALETTEREP_ID ( this->PantsPal, pProfile->PANTS );
// Use palette from HVOBJECT, then use substitution for pants, etc
memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[ usPaletteAnimSurface ].hVideoObject->pPaletteEntry, sizeof( this->p8BPPPalette ) * 256 );
SetPaletteReplacement( this->p8BPPPalette, this->HeadPal );
SetPaletteReplacement( this->p8BPPPalette, this->VestPal );
SetPaletteReplacement( this->p8BPPPalette, this->PantsPal );
SetPaletteReplacement( this->p8BPPPalette, this->SkinPal );
this->CreateSoldierPalettes();
// if the player is an annoying little perv, tell them so, girls!
if ( this->ubBodyType == REGFEMALE )
{
// sigh. We were hired by an idiot.
TacticalCharacterDialogue( this, QUOTE_IMPATIENT_QUOTE );
this->aiData.bMorale = max(0, this->aiData.bMorale - 1);
}
}
}
+1 -1
View File
@@ -1491,7 +1491,7 @@ public:
// loose disguise, dress up in our natural state
void LooseDisguise( void );
// take off any clothes item and switch back to original clothes
// lose disguise or take off any clothes item and switch back to original clothes
void Strip();
//////////////////////////////////////////////////////////////////////////////
+1
View File
@@ -194,6 +194,7 @@
<ClCompile Include="XML_AttachmentSlots.cpp" />
<ClCompile Include="XML_BurstSounds.cpp" />
<ClCompile Include="XML_CivGroupNames.cpp" />
<ClCompile Include="XML_Clothes.cpp" />
<ClCompile Include="XML_ComboMergeInfo.cpp" />
<ClCompile Include="XML_CompatibleFaceItems.cpp" />
<ClCompile Include="XML_Drugs.cpp" />
+3
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@@ -629,5 +629,8 @@
<ClCompile Include="XML_Food.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="XML_Clothes.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>