Feature improvement:

- via StructureConstruct.xml and StructureDeconstruct.xml, one can now define which structures can be removed and created via items and the fortifications feature.

For more information, see http://www.ja-galaxy-forum.com/ubbthreads.php/topics/335557#Post335557

does not break savegame compatibility. Requires GameDir >= r2140.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7491 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-09-07 00:11:16 +00:00
parent 3f4973b54c
commit 760a1b16f1
18 changed files with 1021 additions and 344 deletions
+16 -19
View File
@@ -2209,12 +2209,12 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
return( FORTIFICATION_RED_UICURSOR );
// if we have an empty sandbag in our hands, we also need to have a shovel in our second hand, otherwise we can't fill it
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (EMPTY_SANDBAG)) )
if ( HasItemFlag( pSoldier->inv[HANDPOS].usItem, EMPTY_SANDBAG) )
{
// check if we have a shovel in our second hand
OBJECTTYPE* pShovelObj = &(pSoldier->inv[SECONDHANDPOS]);
if ( pShovelObj && (pShovelObj->exists()) && HasItemFlag(pSoldier->inv[ SECONDHANDPOS ].usItem, (SHOVEL)) )
if ( pShovelObj && (pShovelObj->exists()) && HasItemFlag(pSoldier->inv[ SECONDHANDPOS ].usItem, SHOVEL) )
{
INT8 bOverTerrainType = GetTerrainType( sGridNo );
if( bOverTerrainType == FLAT_GROUND || bOverTerrainType == DIRT_ROAD || bOverTerrainType == LOW_GRASS )
@@ -2225,23 +2225,19 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
return( FORTIFICATION_RED_UICURSOR );
}
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
if ( IsFortificationPossibleAtGridNo( sGridNo ) && IsStructureConstructItem( pSoldier->inv[HANDPOS].usItem, sGridNo, pSoldier ) )
{
STRUCTURE* pStruct = FindStructure(sGridNo, STRUCTURE_GENERIC);
return( FORTIFICATION_GREY_UICURSOR );
}
else if ( IsStructureDeconstructItem( pSoldier->inv[HANDPOS].usItem, sGridNo, pSoldier ) )
{
STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_GENERIC | STRUCTURE_WIREFENCE));
if ( pStruct )
{
return( FORTIFICATION_GREY_UICURSOR );
return(FORTIFICATION_GREY_UICURSOR);
}
else
return( FORTIFICATION_RED_UICURSOR );
}
// can we build something here?
if ( IsFortificationPossibleAtGridNo( sGridNo ) )
{
return( FORTIFICATION_GREY_UICURSOR );
}
return( FORTIFICATION_RED_UICURSOR );
@@ -2741,7 +2737,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
{
UINT8 ubCursor;
UINT8 ubCursor;
UINT16 usInHand;
// If we are an EPC, do nothing....
@@ -2772,7 +2768,6 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
}
}
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL )
{
// Flugente: if using a rifle grenade, only allow firing if there is a bullet in the gun's magazine (required for firing)
@@ -2787,6 +2782,7 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
return( TRAJECTORYCURS );
}
if ( pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || ( pSoldier->bWeaponMode == WM_BURST && Item[pSoldier->inv[HANDPOS].usItem].grenadelauncher ) )
{
if ( gGameSettings.fOptions [ TOPTION_GL_BURST_CURSOR ] )
@@ -2824,8 +2820,9 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
}
}
// Flugente: cursor for building fortifications
if ( HasItemFlag(usInHand, (EMPTY_SANDBAG|FULL_SANDBAG|SHOVEL|CONCERTINA)) )
// Flugente: cursor for constructing/deconstructing
// at the moment the gridno is not required in these functions, thus 1 suffices
if ( HasItemFlag( usInHand, EMPTY_SANDBAG ) || IsStructureConstructItem( usInHand, 1, pSoldier ) || IsStructureDeconstructItem( usInHand, 1, pSoldier ) )
ubCursor = FORTICURS;
// Flugente: cursor for handcuffs
@@ -2836,7 +2833,7 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( ItemCanBeAppliedToOthers( usInHand ) )
{
// if item is a bomb, only allow apply if hovering over a soldier (otherwise we cannot mine anymore)
if ( Item[ usInHand ].usItemClass == IC_BOMB )
if ( Item[ usInHand ].usItemClass & IC_BOMB )
{
INT32 usMapPos = NOWHERE;
if ( GetMouseMapPos( &usMapPos ) )