A paramedic can use empty bloodbags (<emptybloodbag>-tag, item #1756) to create blood bags (<bloodbag>-tag, item #1757) from other mercs. These can then boost the health returned by surgery by ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG percent.

Requires GameDir >= r2467.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8662 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2019-02-10 16:26:48 +00:00
parent be7005c3f8
commit 84d08a8821
40 changed files with 754 additions and 59 deletions
+28
View File
@@ -52,6 +52,7 @@ UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorF
UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
@@ -283,6 +284,10 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
ubCursorID = HandleCameraCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case BLOODBAGCURS:
ubCursorID = HandleBloodbagCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case REMOTECURS:
ubCursorID = HandleRemoteCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
@@ -2203,6 +2208,25 @@ UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
return CAMERA_RED_UICURSOR;
}
UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
// DRAW PATH TO GUY
HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_APPLYITEM );
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
return BLOODBAG_GREY_UICURSOR;
}
}
return BLOODBAG_RED_UICURSOR;
}
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
@@ -2869,6 +2893,10 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( HasItemFlag( usInHand, CAMERA ) )
ubCursor = CAMERACURS;
// Flugente: blood bag cursor
if ( HasItemFlag( usInHand, EMPTY_BLOOD_BAG ) )
ubCursor = BLOODBAGCURS;
// Flugente: interactive actions
// we only check whether an action is possible in principle, not whether this particular guy can do it. That way we know an action is possible here even if we can't perform it at the moment.
// only do this if the item doesn't already allow us to do something else