Added several interactive actions that play a sound when clicking on a structure

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9125 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-04 15:59:58 +00:00
parent 670227a38b
commit 461f16eacb
9 changed files with 47 additions and 0 deletions
+3
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@@ -9399,6 +9399,9 @@ void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSucce
}
break;
case INTERACTIVE_STRUCTURE_VARIOUS:
break;
default:
break;
}
+1
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@@ -131,6 +131,7 @@ typedef enum
INTERACTIVE_STRUCTURE_WATERTAP,
INTERACTIVE_STRUCTURE_SODAMACHINE,
INTERACTIVE_STRUCTURE_MINIGAME,
INTERACTIVE_STRUCTURE_VARIOUS,
INTERACTIVE_STRUCTURE_TYPE_MAX,
} INTERACTIVE_STRUCTURE_TYPE;
+2
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@@ -242,6 +242,8 @@ UICursor gUICursors[ NUM_UI_CURSORS ] =
SPLINT_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_SPLINT, 0,
SPLINT_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_SPLINT_RED, 0,
GEARWHEEL_GREY_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_GEARWHEEL, 0,
GEARWHEEL_RED_UICURSOR, UICURSOR_FREEFLOWING, CURSOR_GEARWHEEL_RED, 0,
};
+3
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@@ -219,6 +219,9 @@ typedef enum
SPLINT_GREY_UICURSOR,
SPLINT_RED_UICURSOR,
GEARWHEEL_GREY_UICURSOR,
GEARWHEEL_RED_UICURSOR,
NUM_UI_CURSORS
} UICursorDefines;
+3
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@@ -4112,6 +4112,9 @@ INT16 GetAPsForInteractiveAction( SOLDIERTYPE *pSoldier, UINT16 usActionType )
case INTERACTIVE_STRUCTURE_MINIGAME:
sAPCost += APBPConstants[AP_READFILE];
break;
case INTERACTIVE_STRUCTURE_VARIOUS:
sAPCost += APBPConstants[AP_READFILE];
break;
default:
break;
+10
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@@ -20509,6 +20509,16 @@ UINT16 SOLDIERTYPE::GetInteractiveActionSkill( INT32 sGridNo, UINT8 usLevel, UIN
}
break;
case INTERACTIVE_STRUCTURE_VARIOUS:
{
if ( this->ubProfile == ROBOT || IsVehicle( this ) )
return 0;
// no idea what we're doing, but we're probably good at it
return 100;
}
break;
default:
break;
}
+2
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@@ -2410,6 +2410,8 @@ UINT8 HandleHackCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFla
return skill ? SODAMACHINE_GREY_UICURSOR : SODAMACHINE_RED_UICURSOR;
else if ( possibleaction == INTERACTIVE_STRUCTURE_MINIGAME )
return skill ? MINIGAME_GREY_UICURSOR : MINIGAME_RED_UICURSOR;
else if ( possibleaction == INTERACTIVE_STRUCTURE_VARIOUS )
return skill ? GEARWHEEL_GREY_UICURSOR : GEARWHEEL_RED_UICURSOR;
return NO_UICURSOR;
}
+18
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@@ -151,6 +151,9 @@ CursorFileData CursorFileDatabase[] =
{ "CURSORS\\medicalsplint.sti" , FALSE, 0, ANIMATED_CURSOR, 11, NULL }, // Flugente: medical splint
{ "CURSORS\\medicalsplint_r.sti" , FALSE, 0, ANIMATED_CURSOR, 1, NULL },
{ "CURSORS\\gearwheel.sti" , FALSE, 0, ANIMATED_CURSOR, 4, NULL }, // Flugente: gearwheel
{ "CURSORS\\gearwheel_r.sti" , FALSE, 0, ANIMATED_CURSOR, 4, NULL },
{ "CURSORS\\can_01.sti" , FALSE, 0, 0, 0, NULL },
{ "CURSORS\\can_02.sti" , FALSE, 0, 0, 0, NULL },
@@ -1376,6 +1379,21 @@ CursorData CursorDatabase[] =
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0 },
// Flugente: gearwheel
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_GEARWHEEL, 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_GEARWHEEL_RED, 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
2, CENTER_CURSOR, CENTER_CURSOR, 0, 0, 0, 0 },
{ C_TRINGS, 6, 0, HIDE_SUBCURSOR, HIDE_SUBCURSOR,
C_FUEL , 0, 0, CENTER_SUBCURSOR, CENTER_SUBCURSOR,
+5
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@@ -185,6 +185,9 @@ typedef enum
CURSOR_SPLINT,
CURSOR_SPLINT_RED,
CURSOR_GEARWHEEL,
CURSOR_GEARWHEEL_RED,
CURSOR_FUEL,
CURSOR_FUEL_RED,
@@ -281,6 +284,8 @@ typedef enum
C_BLOODBAG_RED,
C_SPLINT,
C_SPLINT_RED,
C_GEARWHEEL,
C_GEARWHEEL_RED,
C_FUEL,
C_FUEL_RED,
C_ACTIONMODERED_NCTH,