Altered the pName field from Pockets.xml to a CHAR16 value so it will support multilingual code.

Updated the Pockets.xml reader function so that we can include a german.pockets.xml and russian.pockets.xml (and any other language we eventually choose to support) just like we have with Items.xml.
I moved the "Sold Item" and "Delete Item" phrases to the language specific cpp files.
I updated the SHIFT+N hotkey so that it will now work from the strategic screen.  On tactical it handles the entire team.  On strategic, it handles only the one merc who is currently active.
I fixed a problem with the ALT+W cheat key so that it cycles properly.
I fixed a problem with the backpack buttons where the button key wasn't being properly deleted.  This could sometimes cause an "overload" which would result in a crash.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1873 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
ChrisL
2008-03-09 17:26:55 +00:00
parent 43ca24dda8
commit 6d31772abd
17 changed files with 191 additions and 67 deletions
+117 -55
View File
@@ -191,7 +191,7 @@ extern INT16 ITEMDESC_START_Y;
//Little functions called by keyboard input
void SwapGoggles();
void SwapGoggles(SOLDIERTYPE *pTeamSoldier);
void SeperateItems();
void StackAndSort( BOOLEAN fRestrictToAmmo );
void CreateRandomItem();
@@ -3177,8 +3177,14 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
// swap sungoggles and nightgoggles
case 'N':
SOLDIERTYPE *pTeamSoldier;
INT8 bLoop;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
{
SwapGoggles();
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGoggles(pTeamSoldier);
}
}
break;
@@ -5460,74 +5466,130 @@ void PopupMilitiaControlMenu( SOLDIERTYPE *pSoldier )
}
void SwapGoggles()
void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
{
/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
as well as inventory positions.
*/
SOLDIERTYPE *pTeamSoldier;
OBJECTTYPE * pObj;
INT8 bLoop, bSlot1;
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
OBJECTTYPE * pGoggles = NULL;
INT8 bSlot1;
int bestBonus;
bool itemFound = false;
//2 head slots
for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
// if wearing sungoggles
if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
{
//2 head slots
for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
itemFound = true;
bestBonus = 0;
pGoggles = FindNightGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
{
if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
int bestBonus = 0;
OBJECTTYPE* pGoggles = FindNightGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles) {
Item[pGoggles->usItem].nightvisionrangebonus;
}
pObj = &(pTeamSoldier->inv[HELMETPOS]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus
&& Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
}
}
if ( pGoggles )
if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
}
else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
{
int bestBonus = 0;
OBJECTTYPE* pGoggles = FindSunGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles) {
Item[pGoggles->usItem].brightlightvisionrangebonus;
}
pObj = &(pTeamSoldier->inv[HELMETPOS]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus
&& Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
}
}
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
}
}
}
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
pTeamSoldier->DeleteSoldierLight( );
pTeamSoldier->PositionSoldierLight( );
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
}
// else if wearing NVGs
else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
{
itemFound = true;
bestBonus = 0;
pGoggles = FindSunGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
{
bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
}
}
}
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
}
// else if not wearing anything and no goggles found
else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
{
bestBonus = 0;
// search helmet and vest for goggles of some kind
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
}
else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].nightvisionrangebonus;
}
}
if(pGoggles)
{
pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
pObj->RemoveAttachment(pGoggles);
break;
}
}
if(pTeamSoldier->inv[bSlot1].exists() == false)
{
if(DayTime() == TRUE)
pGoggles = FindSunGogglesInInv( pTeamSoldier );
else
pGoggles = FindNightGogglesInInv( pTeamSoldier );
if(pGoggles)
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
}
else
{
break;
}
}
}
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
pTeamSoldier->DeleteSoldierLight( );
pTeamSoldier->PositionSoldierLight( );
}
void SeperateItems()