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synced 2026-07-29 13:52:17 +02:00
CancelDrag, StartDrag: update interface panel to change drag icon status.
DrawTraitRadius uses usColour. Allow to start dragging from any stance, soldier will crouch automatically. Show draggable objects when drag skill menu is active. Press [\] key to start dragging object/solder/corpse in front of merc. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9369 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -2184,7 +2184,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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// Flugente: drag stuff
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if (MercPtrs[pFace->ubSoldierID]->IsDraggingSomeone())
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if (MercPtrs[pFace->ubSoldierID]->IsDragging())
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 31);
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++bNumRightIcons;
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@@ -689,12 +689,12 @@ void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay )
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// Flugente: draw a circle around a gridno
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// For now, we aren't using usColour, but that will likely change in the future
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void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour )
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void DrawTraitRadius(INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour)
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{
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if ( TileIsOutOfBounds( sGridno ) )
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if (TileIsOutOfBounds(sGridno))
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return;
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if ( sRadius <= 0 )
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if (sRadius <= 0)
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return;
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UINT32 uiDestPitchBYTES;
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@@ -703,52 +703,50 @@ void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThicknes
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INT16 sScreenX, sScreenY;
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// Get screen pos of gridno......
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GetGridNoScreenXY( sGridno, &sScreenX, &sScreenY );
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GetGridNoScreenXY(sGridno, &sScreenX, &sScreenY);
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// ATE: If we are on a higher interface level, substract....
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if ( sLevel == 1 )
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// ATE: If we are on a higher interface level, subtract....
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if (sLevel == 1)
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sScreenY -= 50;
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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pDestBuf = LockVideoSurface(FRAME_BUFFER, &uiDestPitchBYTES);
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// make sure to check for these boundaries later on, and only draw inside them
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y );
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SetClippingRegionAndImageWidth(uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y);
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// we determine the biggest rectangle we have to reserve
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INT32 best_xl = 99999;
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INT32 best_xr = 0;
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INT32 best_yl = 99999;
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INT32 best_yr = 0;
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BOOLEAN sthdrawn = FALSE;
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INT16 radius_inner = sRadius - sThickness / 2;
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INT16 radius_outer = sRadius + sThickness / 2;
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// determine area of where the circle will be drawn in, take into account what part of the sector we actually see
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INT32 xl = max( gsVIEWPORT_START_X, sScreenX - radius_outer );
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INT32 xr = min( gsVIEWPORT_END_X, sScreenX + radius_outer );
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INT32 yl = max( gsVIEWPORT_WINDOW_START_Y, sScreenY - radius_outer );
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INT32 yr = min( gsVIEWPORT_WINDOW_END_Y, sScreenY + radius_outer );
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INT32 xl = max(gsVIEWPORT_START_X, sScreenX - radius_outer);
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INT32 xr = min(gsVIEWPORT_END_X, sScreenX + radius_outer);
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INT32 yl = max(gsVIEWPORT_WINDOW_START_Y, sScreenY - radius_outer);
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INT32 yr = min(gsVIEWPORT_WINDOW_END_Y, sScreenY + radius_outer);
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best_xl = min( best_xl, xl );
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best_xr = max( best_xr, xr );
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best_yl = min( best_yl, yl );
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best_yr = max( best_yr, yr );
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best_xl = min(best_xl, xl);
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best_xr = max(best_xr, xr);
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best_yl = min(best_yl, yl);
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best_yr = max(best_yr, yr);
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UINT16 blue = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
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for ( INT32 x = xl; x <= xr; ++x )
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for (INT32 x = xl; x <= xr; ++x)
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{
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FLOAT xdiffsquared = (FLOAT)((sScreenX - x) * (sScreenX - x));
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for ( INT32 y = yl; y <= yr; ++y )
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for (INT32 y = yl; y <= yr; ++y)
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{
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FLOAT diff = sqrt( (FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y)) );
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FLOAT diff = sqrt((FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y)));
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if ( radius_inner <= diff && diff <= radius_outer )
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if (radius_inner <= diff && diff <= radius_outer)
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{
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// we alter the colour of existing pixels instead of fully replacing the colour. As a result, one can still see the map regions we draw over, which looks a lot better
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PixelAlterColour( FALSE, x, y, blue, pDestBuf );
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PixelAlterColour(FALSE, x, y, usColour, pDestBuf);
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sthdrawn = TRUE;
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}
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@@ -771,7 +769,7 @@ void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThicknes
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}
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}
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UnLockVideoSurface( FRAME_BUFFER );
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UnLockVideoSurface(FRAME_BUFFER);
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}
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void RenderTopmostTacticalInterface( )
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+1
-1
@@ -3241,7 +3241,7 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier, BOOLEAN fConsiderDragging
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UINT32 uiTotalWeight = GetTotalWeight( pSoldier );
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// Flugente: if we drag someone, add their weight to ours
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if ( fConsiderDragging && pSoldier->IsDraggingSomeone() )
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if ( fConsiderDragging && pSoldier->IsDragging() )
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{
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if (pSoldier->usDragPersonID != NOBODY)
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{
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+3
-3
@@ -3667,7 +3667,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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}
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// Flugente: dragging someone
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if ( s->IsDraggingSomeone( ) )
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if ( s->IsDragging( ) )
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{
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ubAPCost *= gItemSettings.fDragAPCostModifier;
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}
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@@ -4782,7 +4782,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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}
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// Flugente: dragging someone
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if ( pSold->IsDraggingSomeone( ) )
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if ( pSold->IsDragging( ) )
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{
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sMovementAPsCost *= gItemSettings.fDragAPCostModifier;
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}
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@@ -4922,7 +4922,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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}
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// Flugente: dragging someone
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if ( pSold->IsDraggingSomeone() )
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if ( pSold->IsDragging() )
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{
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sPointsWalk *= gItemSettings.fDragAPCostModifier;
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sPointsCrawl *= gItemSettings.fDragAPCostModifier;
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+18
-2
@@ -562,7 +562,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u
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sPoints *= gItemSettings.fShieldMovementAPCostModifier;
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// Flugente: dragging someone
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if ( pSoldier->IsDraggingSomeone( ) )
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if ( pSoldier->IsDragging( ) )
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sPoints *= gItemSettings.fDragAPCostModifier;
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// Flugente: scuba fins reduce movement cost in water, but increase cost on land
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@@ -4299,7 +4299,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier )
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if ( pSoldier->IsRiotShieldEquipped( ) )
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val *= gItemSettings.fShieldMovementAPCostModifier;
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if ( pSoldier->IsDraggingSomeone( ) )
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if ( pSoldier->IsDragging( ) )
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val *= gItemSettings.fDragAPCostModifier;
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// Athletics trait
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@@ -4667,3 +4667,19 @@ INT16 GetAPsToBreakWindow(SOLDIERTYPE *pSoldier, BOOLEAN fStance)
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return MinAPsToPunch(pSoldier, NOWHERE);
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}
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INT16 GetAPsToStartDrag(SOLDIERTYPE *pSoldier, BOOLEAN fStance)
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{
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INT16 sAPCost = 0;
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if (fStance && gAnimControl[pSoldier->usAnimState].ubEndHeight != ANIM_CROUCH)
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{
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if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_CROUCH)
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sAPCost += GetAPsCrouch(pSoldier, TRUE);
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else
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sAPCost += GetAPsProne(pSoldier, TRUE);
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}
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return sAPCost;
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}
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@@ -389,5 +389,6 @@ INT32 GetBPCostForRecoilkick( SOLDIERTYPE * pSoldier );
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// sevenfm
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INT16 GetAPsToBreakWindow(SOLDIERTYPE *pSoldier, BOOLEAN fStance);
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INT16 GetAPsToStartDrag(SOLDIERTYPE *pSoldier, BOOLEAN fStance);
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#endif
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+161
-24
@@ -9332,7 +9332,7 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier
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}
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// Flugente: drag people
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if ( pSoldier->IsDraggingSomeone( false ) )
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if ( pSoldier->IsDragging( false ) )
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{
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pSoldier->sAniDelay = gItemSettings.fDragAPCostModifier * pSoldier->sAniDelay;
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}
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@@ -11775,7 +11775,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR
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// Flugente: as we move a tile, we would now be too far away to drag someone.
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// So remember whether we were dragging (we have to set our position now, otherwise the person we drag woul soon occupy our gridno).
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BOOLEAN currentlydragging = this->IsDraggingSomeone();
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BOOLEAN currentlydragging = this->IsDragging();
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INT32 sOldGridNo = this->sGridNo;
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// OK, set new position
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@@ -18322,7 +18322,8 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck, INT32 sGridNo )
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case SKILLS_DRAG:
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// TODO: a better check would be whether we can drag anything at the moment - CanDrag is more used for a specific person
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if ( CanDragInPrinciple() )
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// sevenfm: added AP check to crouch before starting to drag
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if ((!fAPCheck || EnoughPoints(this, GetAPsToStartDrag(this, sGridNo), 0, FALSE)) && CanDragInPrinciple())
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canuse = TRUE;
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break;
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@@ -18467,6 +18468,11 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT32 ID )
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break;
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case SKILLS_DRAG:
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// sevenfm: change to crouch before dragging
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if (gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH)
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{
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HandleStanceChangeFromUIKeys(ANIM_CROUCH);
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}
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if ( usMapPos != NOWHERE )
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SetDragOrderStructure( usMapPos );
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else if ( ID < NOBODY )
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@@ -18650,8 +18656,9 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill, INT32 sGridNo )
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swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_PRONEPERSONORCORPSE] );
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wcscat( skilldescarray, atStr );
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swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_CROUCH] );
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wcscat( skilldescarray, atStr );
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// sevenfm: allow to start dragging from any stance, will crouch automatically
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//swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_CROUCH] );
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//wcscat( skilldescarray, atStr );
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swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_FREEHANDS] );
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wcscat( skilldescarray, atStr );
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@@ -20736,10 +20743,10 @@ void SOLDIERTYPE::RiotShieldTakeDamage( INT32 sDamage )
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}
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// Flugente: drag people
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BOOLEAN SOLDIERTYPE::CanDragInPrinciple()
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BOOLEAN SOLDIERTYPE::CanDragInPrinciple(BOOLEAN fCheckStance)
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{
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// only prone while crouched
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if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH )
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// only allow while crouched
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if (fCheckStance && gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH)
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return FALSE;
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// not in water
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@@ -20753,9 +20760,9 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple()
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return TRUE;
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}
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BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID )
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BOOLEAN SOLDIERTYPE::CanDragPerson(UINT16 usID, BOOLEAN fCheckStance)
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{
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if ( !CanDragInPrinciple() )
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if (!CanDragInPrinciple(fCheckStance))
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return FALSE;
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// check whether this guy exists etc.
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@@ -20794,9 +20801,9 @@ BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID )
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return FALSE;
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}
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BOOLEAN SOLDIERTYPE::CanDragCorpse( UINT16 usCorpseNum )
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BOOLEAN SOLDIERTYPE::CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance)
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{
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if ( !CanDragInPrinciple( ) )
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if (!CanDragInPrinciple(fCheckStance))
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return FALSE;
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ROTTING_CORPSE* pCorpse = GetRottingCorpse( usCorpseNum );
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@@ -20826,9 +20833,9 @@ BOOLEAN SOLDIERTYPE::CanDragCorpse( UINT16 usCorpseNum )
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return FALSE;
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}
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BOOLEAN SOLDIERTYPE::CanDragStructure( INT32 sGridNo )
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BOOLEAN SOLDIERTYPE::CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance)
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{
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if ( !CanDragInPrinciple() )
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if (!CanDragInPrinciple(fCheckStance))
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return FALSE;
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if ( sGridNo == NOWHERE )
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@@ -21013,27 +21020,27 @@ BOOLEAN SOLDIERTYPE::CanDragStructure( INT32 sGridNo )
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return TRUE;
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}
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BOOLEAN SOLDIERTYPE::IsDraggingSomeone( bool aStopIfConditionNotSatisfied )
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BOOLEAN SOLDIERTYPE::IsDragging( bool aStopIfConditionNotSatisfied )
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{
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if ( this->sDragCorpseID >= 0 )
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if (this->sDragCorpseID >= 0)
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{
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if ( this->CanDragCorpse(this->sDragCorpseID) )
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if (this->CanDragCorpse(this->sDragCorpseID, TRUE))
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return TRUE;
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else if ( aStopIfConditionNotSatisfied )
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else if (aStopIfConditionNotSatisfied)
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CancelDrag();
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}
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else if ( this->usDragPersonID != NOBODY )
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else if (this->usDragPersonID != NOBODY)
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{
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if ( this->CanDragPerson(this->usDragPersonID) )
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if (this->CanDragPerson(this->usDragPersonID, TRUE))
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return TRUE;
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else if ( aStopIfConditionNotSatisfied )
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else if (aStopIfConditionNotSatisfied)
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CancelDrag();
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}
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else if ( this->sDragGridNo != NOWHERE )
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else if (this->sDragGridNo != NOWHERE)
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{
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if ( this->CanDragStructure( this->sDragGridNo ) )
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if (this->CanDragStructure(this->sDragGridNo, TRUE))
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return TRUE;
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else if ( aStopIfConditionNotSatisfied )
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else if (aStopIfConditionNotSatisfied)
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CancelDrag();
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}
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@@ -21105,6 +21112,12 @@ void SOLDIERTYPE::SetDragOrderStructure( INT32 sGridNo )
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void SOLDIERTYPE::CancelDrag()
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{
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// sevenfm: update face icon
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if (this->usDragPersonID != NOBODY || this->sDragCorpseID != -1 || this->sDragGridNo != NOWHERE)
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{
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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// if we are dragging a person, set them to the center of their gridno, otherwise their position might be off
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if (this->usDragPersonID != NOBODY)
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{
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@@ -24454,6 +24467,130 @@ BOOLEAN SOLDIERTYPE::CanBreakWindow(void)
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return FALSE;
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}
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BOOLEAN SOLDIERTYPE::CanStartDrag(void)
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{
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if (!this->IsDragging(false) && this->CanDragInPrinciple())
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{
|
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INT32 sNewGridNo = NewGridNo(this->sGridNo, DirectionInc(this->ubDirection));
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if (!TileIsOutOfBounds(sNewGridNo) && sNewGridNo != this->sGridNo)
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{
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// soldiers
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for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
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{
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if (cnt != this->ubID &&
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MercPtrs[cnt] &&
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MercPtrs[cnt]->sGridNo == sNewGridNo &&
|
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this->CanDragPerson(cnt))
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{
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return TRUE;
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}
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}
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|
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// corpses
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ROTTING_CORPSE* pCorpse;
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for (INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt)
|
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{
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pCorpse = &(gRottingCorpse[cnt]);
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|
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if (pCorpse &&
|
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pCorpse->fActivated &&
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pCorpse->def.bLevel == this->pathing.bLevel &&
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sNewGridNo == pCorpse->def.sGridNo &&
|
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this->CanDragCorpse(pCorpse->iID))
|
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{
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return TRUE;
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}
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}
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// gridno
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UINT32 tiletype;
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UINT16 structurenumber;
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UINT8 hitpoints;
|
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UINT8 decalflag;
|
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|
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if (this->CanDragStructure(sNewGridNo) &&
|
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IsDragStructurePresent(sNewGridNo, this->pathing.bLevel, tiletype, structurenumber, hitpoints, decalflag))
|
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{
|
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int xmlentry;
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GetDragStructureXmlEntry(tiletype, structurenumber, xmlentry);
|
||||
|
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if (xmlentry >= 0)
|
||||
{
|
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return TRUE;
|
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}
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void SOLDIERTYPE::StartDrag(void)
|
||||
{
|
||||
if (this->CanDragInPrinciple())
|
||||
{
|
||||
if (gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH)
|
||||
{
|
||||
HandleStanceChangeFromUIKeys(ANIM_CROUCH);
|
||||
}
|
||||
|
||||
INT32 sNewGridNo = NewGridNo(this->sGridNo, DirectionInc(this->ubDirection));
|
||||
|
||||
if (!TileIsOutOfBounds(sNewGridNo) && sNewGridNo != this->sGridNo)
|
||||
{
|
||||
// soldiers
|
||||
for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt)
|
||||
{
|
||||
if (cnt != this->ubID &&
|
||||
MercPtrs[cnt] &&
|
||||
MercPtrs[cnt]->sGridNo == sNewGridNo &&
|
||||
this->CanDragPerson(cnt))
|
||||
{
|
||||
SetDragOrderPerson(cnt);
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
|
||||
// corpses
|
||||
ROTTING_CORPSE* pCorpse;
|
||||
for (INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt)
|
||||
{
|
||||
pCorpse = &(gRottingCorpse[cnt]);
|
||||
|
||||
if (pCorpse &&
|
||||
pCorpse->fActivated &&
|
||||
pCorpse->def.bLevel == this->pathing.bLevel &&
|
||||
sNewGridNo == pCorpse->def.sGridNo &&
|
||||
this->CanDragCorpse(pCorpse->iID))
|
||||
{
|
||||
SetDragOrderCorpse(pCorpse->iID);
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
|
||||
// gridno
|
||||
UINT32 tiletype;
|
||||
UINT16 structurenumber;
|
||||
UINT8 hitpoints;
|
||||
UINT8 decalflag;
|
||||
|
||||
if (this->CanDragStructure(sNewGridNo) &&
|
||||
IsDragStructurePresent(sNewGridNo, this->pathing.bLevel, tiletype, structurenumber, hitpoints, decalflag))
|
||||
{
|
||||
int xmlentry;
|
||||
GetDragStructureXmlEntry(tiletype, structurenumber, xmlentry);
|
||||
|
||||
if (xmlentry >= 0)
|
||||
{
|
||||
SetDragOrderStructure(sNewGridNo);
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BOOLEAN DoesSoldierWearGasMask( SOLDIERTYPE *pSoldier )//dnl ch40 200909
|
||||
{
|
||||
INT8 bPosOfMask = FindGasMask( pSoldier );
|
||||
|
||||
@@ -1792,6 +1792,8 @@ public:
|
||||
// sevenfm
|
||||
void BreakWindow(void);
|
||||
BOOLEAN CanBreakWindow(void);
|
||||
BOOLEAN CanStartDrag(void);
|
||||
void StartDrag(void);
|
||||
|
||||
void UpdateRobotControllerGivenController( void );
|
||||
void UpdateRobotControllerGivenRobot( void );
|
||||
@@ -2049,11 +2051,11 @@ public:
|
||||
void RiotShieldTakeDamage(INT32 sDamage);
|
||||
|
||||
// Flugente: drag people
|
||||
BOOLEAN CanDragInPrinciple();
|
||||
BOOLEAN CanDragPerson( UINT16 usID );
|
||||
BOOLEAN CanDragCorpse( UINT16 usCorpseNum );
|
||||
BOOLEAN CanDragStructure( INT32 sGridNo );
|
||||
BOOLEAN IsDraggingSomeone(bool aStopIfConditionNotSatisfied = true);
|
||||
BOOLEAN CanDragInPrinciple(BOOLEAN fCheckStance = FALSE);
|
||||
BOOLEAN CanDragPerson(UINT16 usID, BOOLEAN fCheckStance = FALSE);
|
||||
BOOLEAN CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance = FALSE);
|
||||
BOOLEAN CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance = FALSE);
|
||||
BOOLEAN IsDragging(bool aStopIfConditionNotSatisfied = true);
|
||||
void SetDragOrderPerson( UINT16 usID );
|
||||
void SetDragOrderCorpse( UINT32 usID );
|
||||
void SetDragOrderStructure( INT32 sGridNo );
|
||||
|
||||
@@ -2246,7 +2246,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
// sevenfm: also stop dragging
|
||||
if (gusSelectedSoldier != NOBODY &&
|
||||
MercPtrs[gusSelectedSoldier] &&
|
||||
MercPtrs[gusSelectedSoldier]->IsDraggingSomeone(false))
|
||||
MercPtrs[gusSelectedSoldier]->IsDragging(false))
|
||||
{
|
||||
MercPtrs[gusSelectedSoldier]->CancelDrag();
|
||||
DirtyMercPanelInterface(MercPtrs[gusSelectedSoldier], DIRTYLEVEL2);
|
||||
@@ -2965,10 +2965,21 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
SOLDIERTYPE *pSoldier;
|
||||
if (GetSoldier(&pSoldier, gusSelectedSoldier))
|
||||
{
|
||||
if (pSoldier->CanBreakWindow() && EnoughPoints(pSoldier, GetAPsToBreakWindow(pSoldier, TRUE), BP_USE_CROWBAR, TRUE))
|
||||
pSoldier->BreakWindow();
|
||||
//else if (pSoldier->CanStartDrag())
|
||||
//pSoldier->StartDrag();
|
||||
if (pSoldier->CanBreakWindow())
|
||||
{
|
||||
if (EnoughPoints(pSoldier, GetAPsToBreakWindow(pSoldier, TRUE), BP_USE_CROWBAR, TRUE))
|
||||
pSoldier->BreakWindow();
|
||||
}
|
||||
else if (pSoldier->CanStartDrag())
|
||||
{
|
||||
INT32 sNewGridNo = NewGridNo(pSoldier->sGridNo, DirectionInc(pSoldier->ubDirection));
|
||||
|
||||
if (!TileIsOutOfBounds(sNewGridNo) && sNewGridNo != pSoldier->sGridNo)
|
||||
{
|
||||
if (EnoughPoints(pSoldier, GetAPsToStartDrag(pSoldier, sNewGridNo), 0, TRUE))
|
||||
pSoldier->StartDrag();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -5504,7 +5504,7 @@ UINT8 MovementNoise(SOLDIERTYPE *pSoldier)
|
||||
}
|
||||
|
||||
// sevenfm: if dragging something, add dragging sound volume
|
||||
if(pSoldier->IsDraggingSomeone())
|
||||
if(pSoldier->IsDragging())
|
||||
{
|
||||
sVolume = max(sVolume, MAX_MOVEMENT_NOISE / 2 + Random(MAX_MOVEMENT_NOISE) + bGroundVolumeModifier);
|
||||
}
|
||||
|
||||
@@ -38,6 +38,7 @@
|
||||
#include "CampaignStats.h" // added by Flugente
|
||||
#include "Points.h" // added by Flugente
|
||||
#include "Interface Control.h" // added by Flugente for DrawExplosionWarning(...)
|
||||
#include "SkillMenu.h"
|
||||
#endif
|
||||
|
||||
#include "Soldier Macros.h"
|
||||
@@ -4327,6 +4328,8 @@ void HandleExplosionQueue( void )
|
||||
}
|
||||
}
|
||||
|
||||
extern DragSelection gDragSelection;
|
||||
|
||||
// Flugente: show warnings around armed timebombs both in map and inventories
|
||||
void HandleExplosionWarningAnimations( )
|
||||
{
|
||||
@@ -4379,28 +4382,123 @@ void HandleExplosionWarningAnimations( )
|
||||
}
|
||||
}
|
||||
|
||||
UINT16 usBlue = Get16BPPColor(FROMRGB(0, 0, 255));
|
||||
UINT16 usColor;
|
||||
INT32 sRadius;
|
||||
|
||||
// show focus area if skill is active
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[gusSelectedSoldier];
|
||||
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS) )
|
||||
if ( pSoldier->bActive && pSoldier->bInSector)
|
||||
{
|
||||
// checking whether this skill is active is relatively cheap. If it fails, deactivate skill properly
|
||||
// we cannot use CanUseSkill(...) again though, as this would fail upon opening the menu
|
||||
if ( pSoldier->CanUseSkill( SKILLS_FOCUS, FALSE, pSoldier->sFocusGridNo ) )
|
||||
if (pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS)
|
||||
{
|
||||
// radius depends on range
|
||||
INT16 range = PythSpacesAway(pSoldier->sFocusGridNo, pSoldier->sGridNo);
|
||||
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
|
||||
// checking whether this skill is active is relatively cheap. If it fails, deactivate skill properly
|
||||
// we cannot use CanUseSkill(...) again though, as this would fail upon opening the menu
|
||||
if (pSoldier->CanUseSkill(SKILLS_FOCUS, FALSE, pSoldier->sFocusGridNo))
|
||||
{
|
||||
// radius depends on range
|
||||
INT16 range = PythSpacesAway(pSoldier->sFocusGridNo, pSoldier->sGridNo);
|
||||
INT16 radius = gSkillTraitValues.ubSNFocusRadius * range / 20;
|
||||
|
||||
DrawTraitRadius( pSoldier->sFocusGridNo, pSoldier->pathing.bLevel, sqrt( 0.5 ) * (20 + 40 * radius), 8, 0 );
|
||||
DrawTraitRadius(pSoldier->sFocusGridNo, pSoldier->pathing.bLevel, sqrt(0.5) * (20 + 40 * radius), 8, usBlue);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if conditions don't apply, deactivate skill. This will cause it to update to status changes very fast
|
||||
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
|
||||
pSoldier->sFocusGridNo = NOWHERE;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
// sevenfm: show draggable objects
|
||||
if (gDragSelection.Active()) // || gCurrentUIMode == HANDCURSOR_MODE)
|
||||
{
|
||||
// if conditions don't apply, deactivate skill. This will cause it to update to status changes very fast
|
||||
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_TRAIT_FOCUS;
|
||||
pSoldier->sFocusGridNo = NOWHERE;
|
||||
// check all tiles on screen
|
||||
UINT32 tiletype;
|
||||
UINT16 structurenumber;
|
||||
UINT8 hitpoints;
|
||||
UINT8 decalflag;
|
||||
INT8 bLevel = pSoldier->pathing.bLevel;
|
||||
UINT16 usRoomNo;
|
||||
|
||||
for (INT32 sSpot = 0; sSpot < WORLD_MAX; sSpot++)
|
||||
{
|
||||
if (!TileIsOutOfBounds(sSpot) &&
|
||||
GridNoOnVisibleWorldTile(sSpot) &&
|
||||
GridNoOnScreen(sSpot) &&
|
||||
!TERRAIN_IS_HIGH_WATER(sSpot) &&
|
||||
!InAHiddenRoom(sSpot, &usRoomNo))
|
||||
{
|
||||
BOOLEAN fShow = FALSE;
|
||||
|
||||
if (IsDragStructurePresent(sSpot, bLevel, tiletype, structurenumber, hitpoints, decalflag) &&
|
||||
!Water(sSpot, bLevel) &&
|
||||
FindNotWaterNearby(sSpot, bLevel))
|
||||
{
|
||||
fShow = TRUE;
|
||||
}
|
||||
|
||||
// soldiers
|
||||
if (!fShow)
|
||||
{
|
||||
for (UINT32 ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
|
||||
{
|
||||
if (ubID != pSoldier->ubID &&
|
||||
MercPtrs[ubID] &&
|
||||
MercPtrs[ubID]->sGridNo == sSpot &&
|
||||
MercPtrs[ubID]->bVisible == TRUE &&
|
||||
MercPtrs[ubID]->pathing.bLevel == bLevel &&
|
||||
gAnimControl[MercPtrs[ubID]->usAnimState].ubEndHeight == ANIM_PRONE &&
|
||||
!Water(MercPtrs[ubID]->sGridNo, MercPtrs[ubID]->pathing.bLevel) &&
|
||||
pSoldier->ubBodyType <= REGFEMALE &&
|
||||
(MercPtrs[ubID]->bTeam == pSoldier->bTeam || MercPtrs[ubID]->IsUnconscious() || MercPtrs[ubID]->stats.bLife < OKLIFE))
|
||||
{
|
||||
fShow = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// corpses
|
||||
if (!fShow)
|
||||
{
|
||||
ROTTING_CORPSE* pCorpse;
|
||||
for (INT32 sCorpseID = 0; sCorpseID < giNumRottingCorpse; ++sCorpseID)
|
||||
{
|
||||
pCorpse = &(gRottingCorpse[sCorpseID]);
|
||||
|
||||
if (pCorpse &&
|
||||
pCorpse->fActivated &&
|
||||
pCorpse->def.bLevel == pSoldier->pathing.bLevel &&
|
||||
pCorpse->def.bVisible == TRUE &&
|
||||
sSpot == pCorpse->def.sGridNo &&
|
||||
pCorpse->def.ubBodyType < COW &&
|
||||
pCorpse->def.ubBodyType != QUEENMONSTER)
|
||||
{
|
||||
fShow = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fShow)
|
||||
{
|
||||
usColor = Get16BPPColor(FROMRGB(64, 0, 96));
|
||||
sRadius = (INT32)(sqrt(0.5) * (20));
|
||||
|
||||
if (bLevel > 0)
|
||||
{
|
||||
DrawTraitRadius(sSpot, bLevel, sRadius, 2, usColor);
|
||||
DrawTraitRadius(sSpot, bLevel, sRadius + 4, 2, usColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawTraitRadius(sSpot, bLevel, sRadius, 2, usColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user