Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+77 -64
View File
@@ -3,7 +3,7 @@
#else
#include "Types.h"
#include "Windows.h"
#include "Soldier Control.h"
//#include "Soldier Control.h"
#include "Input.h"
#include "english.h"
#include "Isometric Utils.h"
@@ -22,8 +22,13 @@
#include "line.h"
#endif
struct MOUSETT
{
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
struct MOUSETT
{
CHAR16 FastHelpText[ 1024 ];
INT32 iX;
INT32 iY;
@@ -44,10 +49,10 @@ void DrawMouseTooltip(void);
#define MAX(a, b) (a > b ? a : b)
void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
{
SGPRect aRect;
extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
GetSoldierScreenRect( pSoldier, &aRect );
GetSoldierScreenRect( pSoldier, &aRect );
INT16 a1,a2;
BOOLEAN fDrawTooltip = FALSE;
@@ -57,7 +62,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
MOUSETT *pRegion = &mouseTT;
CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
int iNVG = 0;
UINT16 usSoldierGridNo;
INT16 sSoldierGridNo;
BOOLEAN fDisplayBigSlotItem = FALSE;
BOOLEAN fMercIsUsingScope = FALSE;
UINT16 iCarriedRL = 0;
@@ -68,12 +73,14 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
fDrawTooltip = TRUE;
// get the gridno the cursor is at
GetMouseMapPos( &usSoldierGridNo );
GetMouseMapPos( &sSoldierGridNo );
// get the distance to enemy's tile from the selected merc
if ( gusSelectedSoldier != NOBODY )
{
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, usSoldierGridNo ) / 10;
{
//CHRISL: Changed the second parameter to use the same information as the 'F' hotkey uses.
//iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, sSoldierGridNo ) / 10;
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, MercPtrs[ gusUIFullTargetID ]->sGridNo ) / 10;
}
// WANNE: If we want to show the tooltip of milita and no merc is present in the sector
else
@@ -82,10 +89,10 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
}
if ( gGameExternalOptions.fEnableDynamicSoldierTooltips )
{
for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( Item[MercPtrs[gusSelectedSoldier]->inv[HANDPOS].usAttachItem[cnt]].visionrangebonus > 0 )
{
OBJECTTYPE* pObject = &(MercPtrs[gusSelectedSoldier]->inv[HANDPOS]);
for (attachmentList::iterator iter = (*pObject)[0]->attachments.begin(); iter != (*pObject)[0]->attachments.end(); ++iter) {
if ( Item[iter->usItem].visionrangebonus > 0 )
{
fMercIsUsingScope = TRUE;
break;
@@ -100,14 +107,14 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
else
{
// add 10% to max tooltip viewing distance per level of the merc
uiMaxTooltipDistance *= 1 + (MercPtrs[ gusSelectedSoldier ]->bExpLevel / 10);
uiMaxTooltipDistance *= 1 + (MercPtrs[ gusSelectedSoldier ]->stats.bExpLevel / 10);
if ( gGameExternalOptions.gfAllowLimitedVision )
uiMaxTooltipDistance *= 1 - (gGameExternalOptions.ubVisDistDecreasePerRainIntensity / 100);
if ( !(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD1POS].usItem].nightvisionrangebonus > 0) &&
!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
!DayTime() )
!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
!DayTime() )
{
// if night reduce max tooltip viewing distance by a factor of 4 if merc is not wearing NVG
uiMaxTooltipDistance >>= 2;
@@ -138,8 +145,8 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
// Get the current selected merc
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
if ( pMerc->bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
if ( pMerc->aiData.bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
{
// We do not see the enemy. Return and do not display the tooltip.
return;
@@ -151,21 +158,21 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, usSoldierGridNo );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( usSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->bOrders );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->aiData.bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->bAttitude );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->aiData.bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->bLife );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->stats.bLife );
}
// armor info code block start
@@ -266,9 +273,9 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
// weapon in off hand info code block end
// large objects in big inventory slots info code block start
for ( UINT8 BigSlot = BIGPOCK1POS; BigSlot <= BIGPOCK4POS; BigSlot++ )
for ( UINT8 BigSlot = BIGPOCKSTART; BigSlot < BIGPOCKFINAL; BigSlot++ )
{
if ( pSoldier->inv[ BigSlot ].usItem == 0 )
if ( pSoldier->inv[ BigSlot ].exists() == false )
continue; // slot is empty, move on to the next slot
switch( BigSlot )
@@ -285,22 +292,35 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
case BIGPOCK3POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
continue;
break;
break;
case BIGPOCK4POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
continue;
break;
// CHRISL: Added new large pockets introduced by new inventory system
case BIGPOCK5POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot5 )
continue;
break;
case BIGPOCK6POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot6 )
continue;
break;
case BIGPOCK7POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot7 )
continue;
break;
}
if ( Item[ pSoldier->inv[ BigSlot ].usItem ].rocketlauncher )
iCarriedRL = pSoldier->inv[ BigSlot ].usItem; // remember that enemy is carrying a rocket launcher when check for rocket ammo is made later on
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
{
// it's a firearm
if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
{
// it's a long gun or heavy weapon
fDisplayBigSlotItem = TRUE;
@@ -310,7 +330,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
// check for rocket ammo
if ( ( iCarriedRL != 0 ) && // soldier is carrying a RL ...
ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
{
fDisplayBigSlotItem = TRUE;
}
@@ -325,7 +345,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
// large objects in big inventory slots info code block end
pRegion->iX = gusMouseXPos;
pRegion->iY = gusMouseYPos;
pRegion->iY = gusMouseYPos;
// if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
// swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
@@ -393,34 +413,30 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
{
// display weapon attachments
for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( pSoldier->inv[ubSlot].usAttachItem[ cnt ] != NOTHING )
{
if ( ubTooltipDetailLevel == DL_Basic )
for (attachmentList::iterator iter = pSoldier->inv[ubSlot][0]->attachments.begin(); iter != pSoldier->inv[ubSlot][0]->attachments.end(); ++iter) {
if ( ubTooltipDetailLevel == DL_Basic )
{
// display only externally-visible weapon attachments
if ( !Item[iter->usItem].hiddenattachment )
{
// display only externally-visible weapon attachments
if ( !Item[pSoldier->inv[ubSlot].usAttachItem[ cnt ]].hiddenattachment )
{
fDisplayAttachment = TRUE;
}
fDisplayAttachment = TRUE;
}
}
else
{
// display all weapon attachments
fDisplayAttachment = TRUE;
}
if ( fDisplayAttachment )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
{
// display all weapon attachments
fDisplayAttachment = TRUE;
}
if ( fDisplayAttachment )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ pSoldier->inv[ubSlot].usAttachItem[ cnt ] ] );
fDisplayAttachment = FALSE; // clear flag for next loop iteration
}
} // pSoldier->inv[HANDPOS].usAttachItem[ cnt ] != NOTHING
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ iter->usItem ] );
fDisplayAttachment = FALSE; // clear flag for next loop iteration
}
} // for
if ( iNumAttachments > 0 )
wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
@@ -434,11 +450,8 @@ void DrawMouseTooltip()
{
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
UINT16 usFillColor = Get16BPPColor(FROMRGB(250, 240, 188));
UINT16 usRectColor1 = Get16BPPColor( FROMRGB( 65, 57, 15 ) );
UINT16 usRectColor2 = Get16BPPColor( FROMRGB( 227, 198, 88 ) );
static INT32 iX, iY, iW, iH;
extern INT16 GetWidthOfString(const STR16);
extern INT16 GetNumberOfLinesInHeight(const STR16);
extern void DisplayHelpTokenizedString(const STR16,INT16,INT16);
@@ -457,7 +470,7 @@ void DrawMouseTooltip()
iY -= (iH / 2);
if (gusMouseXPos > (SCREEN_WIDTH / 2))
iX = gusMouseXPos - iW - 24;
else
else
iX = gusMouseXPos + 24;
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
// iY -= 32;
@@ -466,10 +479,10 @@ void DrawMouseTooltip()
}
else
{ //draw in panel
//502,485 658,596 160*110 580,540
//502,485 658,596 160*110 580,540
iX = 580 - (iW / 2);
iY = 540 - (iH/2);
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
@@ -483,7 +496,7 @@ void DrawMouseTooltip()
SetFont( FONT10ARIAL );
SetFontShadow( FONT_NEARBLACK );
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
//InvalidateScreen();
}