Items can now be applied on mercs in Strategic AI.patch(food/camo/drugs/...)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7833 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-04-23 20:58:05 +00:00
parent 8dbb142926
commit 700073aa62
4 changed files with 269 additions and 170 deletions
+108 -4
View File
@@ -111,6 +111,8 @@
// HEADROCK HAM 4: Include Militia Squads for Manual Militia Restrictions toggle.
#include "MilitiaSquads.h"
#include "Auto Bandage.h" // added by Flugente
#include "Food.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente
#endif
#include "connect.h" //hayden
@@ -137,6 +139,8 @@
BOOLEAN fPlotForMilitia = FALSE;
UINT32 gMilitiaPlotStartSector = 0;
extern INT8 gbCompatibleApplyItem;
#define MAX_SORT_METHODS 6
// Cursors
@@ -9514,8 +9518,104 @@ void HandleCursorOverRifleAmmo( )
void MAPInvClickCamoCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
if ( iReason & MSYS_CALLBACK_REASON_INIT )
{
return;
}
if ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
// Apply camo ( if we have something in cursor... )
// If we do not have an item in hand, start moving it
SOLDIERTYPE* pSoldier = NULL;
if( (bSelectedInfoChar != -1) && (gCharactersList[bSelectedInfoChar].fValid == TRUE) )
{
pSoldier = MercPtrs[gCharactersList[bSelectedInfoChar].usSolID];
}
if ( gpItemPointer && pSoldier )
{
BOOLEAN fGoodAPs = FALSE;
BOOLEAN fDoSound = FALSE;
// We are doing this ourselve, continue
if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
{
// Try to apply camo....
if ( ApplyCammo( pSoldier, gpItemPointer, &fGoodAPs ) )
{
if ( fGoodAPs )
{
fDoSound = TRUE;
// WANNE: We should only delete the face, if there was a camo we applied.
// This should fix the bug and crashes with missing faces
if ( gGameExternalOptions.fShowCamouflageFaces )
{
// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
SetCamoFace( pSoldier );
DeleteSoldierFace( pSoldier );// remove face
gpItemPointerSoldier->iFaceIndex = InitSoldierFace( pSoldier );// create new face
}
}
}
else if ( !gGameOptions.fFoodSystem && ApplyCanteen( pSoldier, gpItemPointer, &fGoodAPs, TRUE ) )
{
;
}
else if ( ApplyElixir( pSoldier, gpItemPointer, &fGoodAPs ) )
{
fDoSound = TRUE;
}
else if ( ApplyDrugs( pSoldier, gpItemPointer ) )
{
fGoodAPs = TRUE;
fDoSound = TRUE;
}
else if ( gGameOptions.fFoodSystem && ApplyFood( pSoldier, gpItemPointer, FALSE, FALSE ) )
{
fGoodAPs = TRUE;
}
else if ( ApplyClothes( pSoldier, gpItemPointer ) )
{
fGoodAPs = TRUE;
}
else
{
// Send message
//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
if ( !(guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE) )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[CANNOT_DO_INV_STUFF_STR] );
}
// Check if it's the same now!
if ( !gpItemPointer->exists( ) )
{
gbCompatibleApplyItem = FALSE;
//EndItemPointer( );
MAPEndItemPointer( );
}
if ( fGoodAPs )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
UpdateMercBodyRegionHelpText( );
}
if ( fDoSound )
{
// Say OK acknowledge....
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
}
}
else if ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
}
}
void MAPInvMoveCamoCallback( MOUSE_REGION *pRegion, INT32 iReason )
@@ -13608,15 +13708,17 @@ void PrevInventoryMapBtnCallback( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&= ~(BUTTON_CLICKED_ON);
fResetMapCoords = TRUE;
GoToPrevCharacterInList( );
UpdateMercBodyRegionHelpText();
}
}
}
@@ -13626,15 +13728,17 @@ void NextInventoryMapBtnCallback( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&= ~(BUTTON_CLICKED_ON);
fResetMapCoords = TRUE;
GoToNextCharacterInList( );
UpdateMercBodyRegionHelpText( );
}
}
}
+97 -2
View File
@@ -568,7 +568,7 @@ UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
// Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2
UINT32 guiBodyInvVO[ 5 ][ 2 ];
UINT32 guiGoldKeyVO;
INT8 gbCompatibleApplyItem = FALSE;
INT8 gbCompatibleApplyItem = FALSE;
// HEADROCK HAM 4: New region coordinate tables for UDB
INV_DESC_REGIONS gItemDescLBEBackground[4]; // Coordinates for displaying LBE background image
@@ -1471,8 +1471,10 @@ BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pC
// Add region
MSYS_AddRegion( &gSMInvCamoRegion );
UpdateMercBodyRegionHelpText();
// Add regions for inventory slots
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
for ( cnt = 0; cnt < NUM_INV_SLOTS; ++cnt )
{
// set inventory pocket coordinates from the table passed in
gSMInvData[ cnt ].sX = pRegionDesc[ cnt ].sX;
@@ -14443,4 +14445,97 @@ BOOLEAN CheckPocketEmpty( SOLDIERTYPE *pSoldier, INT16 sPocket )
}
}
return bResult;
}
// Flugente: update merc info text on merc body silhouette in strategic view
void UpdateMercBodyRegionHelpText( )
{
if ( !(gSMInvCamoRegion.uiFlags & MSYS_REGION_EXISTS) )
return;
if ( (bSelectedInfoChar != -1) && (gCharactersList[bSelectedInfoChar].fValid == TRUE) )
{
CHAR16 sString[6000];
CHAR16 pMoraleStr[128];
SOLDIERTYPE *pSoldier = NULL;
wcscpy( sString, L"" );
// valid soldier selected
pSoldier = MercPtrs[gCharactersList[bSelectedInfoChar].usSolID];
// health/energy/morale
if ( pSoldier->bAssignment != ASSIGNMENT_POW )
{
if ( pSoldier->stats.bLife != 0 )
{
if ( AM_A_ROBOT( pSoldier ) )
{
// robot (condition only)
swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
}
else if ( Menptr[gCharactersList[bSelectedInfoChar].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE )
{
// vehicle (condition/fuel)
swprintf( sString, L"%s: %d/%d, %s: %d/%d",
pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[4], pSoldier->bBreath, pSoldier->bBreathMax );
}
else
{
// person (health/energy/morale)
GetMoraleString( pSoldier, pMoraleStr );
if ( gGameOptions.fFoodSystem )
{
if ( pSoldier->bPoisonSum )
{
INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s, %s: %d%s, %s: %d%s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr,
pMapScreenStatusStrings[6], (INT32)(100 * (pSoldier->bDrinkLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0],
pMapScreenStatusStrings[7], (INT32)(100 * (pSoldier->bFoodLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0] );
}
else
{
swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s, %s: %d%s, %s: %d%s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr,
pMapScreenStatusStrings[6], (INT32)(100 * (pSoldier->bDrinkLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0],
pMapScreenStatusStrings[7], (INT32)(100 * (pSoldier->bFoodLevel - FOOD_MIN) / FOOD_HALF_RANGE), sSpecialCharacters[0] );
}
}
else
{
if ( pSoldier->bPoisonSum )
{
INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
else
{
swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
}
{
pSoldier->PrintDiseaseDesc( sString, TRUE );
}
}
}
}
SetRegionFastHelpText( &gSMInvCamoRegion, sString );
}
}
+3
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@@ -364,4 +364,7 @@ void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* po
void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
// Flugente: update merc info text on merc body silhouette in strategic view
void UpdateMercBodyRegionHelpText( );
#endif
+61 -164
View File
@@ -3319,10 +3319,6 @@ void SMInvMoveCammoCallback( MOUSE_REGION * pRegion, INT32 iReason )
void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
//UINT16 usNewItemIndex;
UINT8 ubSrcID, ubDestID;
BOOLEAN fGoodAPs;
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
return;
@@ -3332,177 +3328,78 @@ void SMInvClickCamoCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// Apply camo ( if we have something in cursor... )
// If we do not have an item in hand, start moving it
if ( gpItemPointer != NULL )
if ( gpItemPointer )
{
// ATE: OK, get source, dest guy if different... check for and then charge appropriate APs
ubSrcID = gpSMCurrentMerc->ubID;
ubDestID = gpItemPointerSoldier->ubID;
BOOLEAN fGoodAPs = FALSE;
BOOLEAN fDoSound = FALSE;
//if ( ubSrcID == ubDestID )
// We are doing this ourselve, continue
if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
{
// We are doing this ourselve, continue
if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
// Try to apply camo....
if ( ApplyCammo( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
{
//usNewItemIndex = gpItemPointer->usItem;
// Try to apply camo....
if ( ApplyCammo( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
if ( fGoodAPs )
{
if ( fGoodAPs )
fDoSound = TRUE;
// WANNE: We should only delete the face, if there was a camo we applied.
// This should fix the bug and crashes with missing faces
if (gGameExternalOptions.fShowCamouflageFaces )
{
// WANNE: Old method for applying camo
/*
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
{
if ( gpSMCurrentMerc->bCamo > 0 )
{
gCamoFace[gpSMCurrentMerc->ubProfile].gCamoface = TRUE;
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
if ( gpSMCurrentMerc->urbanCamo > 0 )
{
gCamoFace[gpSMCurrentMerc->ubProfile].gUrbanCamoface = TRUE;
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
if ( gpSMCurrentMerc->desertCamo > 0)
{
gCamoFace[gpSMCurrentMerc->ubProfile].gDesertCamoface = TRUE;
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
if ( gpSMCurrentMerc->snowCamo > 0)
{
gCamoFace[gpSMCurrentMerc->ubProfile].gSnowCamoface = TRUE;
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
}
*/
// WANNE: We should only delete the face, if there was a camo we applied.
// This should fix the bug and crashes with missing faces
if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
{
// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
SetCamoFace( gpSMCurrentMerc );
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
else if ( !gGameOptions.fFoodSystem && ApplyCanteen( gpSMCurrentMerc, gpItemPointer, &fGoodAPs, TRUE ) )
{
// Dirty
if ( fGoodAPs )
{
fInterfacePanelDirty = DIRTYLEVEL2;
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture
SetCamoFace( gpSMCurrentMerc );
DeleteSoldierFace( gpSMCurrentMerc );// remove face
gpSMCurrentMerc->iFaceIndex = InitSoldierFace( gpSMCurrentMerc );// create new face
}
}
else if ( ApplyElixir( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
{
if ( fGoodAPs )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
}
else if ( !gGameOptions.fFoodSystem && ApplyCanteen( gpSMCurrentMerc, gpItemPointer, &fGoodAPs, TRUE ) )
{
;
}
else if ( ApplyElixir( gpSMCurrentMerc, gpItemPointer, &fGoodAPs ) )
{
fDoSound = TRUE;
}
else if ( ApplyDrugs( gpSMCurrentMerc, gpItemPointer ) )
{
fGoodAPs = TRUE;
fDoSound = TRUE;
}
else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE, FALSE ) )
{
fGoodAPs = TRUE;
}
else if ( ApplyClothes( gpSMCurrentMerc, gpItemPointer ) )
{
fGoodAPs = TRUE;
}
else
{
// Send message
//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_INV_STUFF_STR ] );
}
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Check if it's the same now!
if ( !gpItemPointer->exists( ) )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
else if ( ApplyDrugs( gpSMCurrentMerc, gpItemPointer ) )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
if ( fGoodAPs )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
}
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
/*
// COMMENTED OUT DUE TO POTENTIAL SERIOUS PROBLEMS WITH STRATEGIC EVENT SYSTEM
if ( gpSMCurrentMerc->ubProfile == LARRY_NORMAL )
{
// Larry's taken something!
gpSMCurrentMerc = SwapLarrysProfiles( gpSMCurrentMerc );
}
*/
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
else if ( gGameOptions.fFoodSystem && ApplyFood( gpSMCurrentMerc, gpItemPointer, FALSE, FALSE ) )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
else if ( ApplyClothes( gpSMCurrentMerc, gpItemPointer ) )
{
// Dirty
fInterfacePanelDirty = DIRTYLEVEL2;
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
gbCompatibleApplyItem = FALSE;
EndItemPointer( );
}
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
else
{
// Send message
//Heinz: 23.02.09 BUGFIX: Don't send message when SKI is on
if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_DO_INV_STUFF_STR ] );
}
if ( fDoSound )
{
// Say OK acknowledge....
gpSMCurrentMerc->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
}