From 904fae7a9607fce47ff8a7157578954e3ea0f249 Mon Sep 17 00:00:00 2001 From: Sevenfm Date: Sun, 24 Apr 2022 18:21:44 +0000 Subject: [PATCH] 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 --- Tactical/Faces.cpp | 2 +- Tactical/Interface Control.cpp | 54 +++++---- Tactical/Items.cpp | 2 +- Tactical/PATHAI.cpp | 6 +- Tactical/Points.cpp | 20 +++- Tactical/Points.h | 1 + Tactical/Soldier Control.cpp | 185 +++++++++++++++++++++++++++---- Tactical/Soldier Control.h | 12 +- Tactical/Turn Based Input.cpp | 21 +++- Tactical/opplist.cpp | 2 +- TileEngine/Explosion Control.cpp | 122 ++++++++++++++++++-- 11 files changed, 345 insertions(+), 82 deletions(-) diff --git a/Tactical/Faces.cpp b/Tactical/Faces.cpp index 33ca61ac..f1c8c658 100644 --- a/Tactical/Faces.cpp +++ b/Tactical/Faces.cpp @@ -2184,7 +2184,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE } // Flugente: drag stuff - if (MercPtrs[pFace->ubSoldierID]->IsDraggingSomeone()) + if (MercPtrs[pFace->ubSoldierID]->IsDragging()) { DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 31); ++bNumRightIcons; diff --git a/Tactical/Interface Control.cpp b/Tactical/Interface Control.cpp index efb0cb10..0960bd08 100644 --- a/Tactical/Interface Control.cpp +++ b/Tactical/Interface Control.cpp @@ -689,12 +689,12 @@ void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay ) // Flugente: draw a circle around a gridno // For now, we aren't using usColour, but that will likely change in the future -void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour ) +void DrawTraitRadius(INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour) { - if ( TileIsOutOfBounds( sGridno ) ) + if (TileIsOutOfBounds(sGridno)) return; - if ( sRadius <= 0 ) + if (sRadius <= 0) return; UINT32 uiDestPitchBYTES; @@ -703,52 +703,50 @@ void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThicknes INT16 sScreenX, sScreenY; // Get screen pos of gridno...... - GetGridNoScreenXY( sGridno, &sScreenX, &sScreenY ); + GetGridNoScreenXY(sGridno, &sScreenX, &sScreenY); - // ATE: If we are on a higher interface level, substract.... - if ( sLevel == 1 ) + // ATE: If we are on a higher interface level, subtract.... + if (sLevel == 1) sScreenY -= 50; - - pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES ); + + pDestBuf = LockVideoSurface(FRAME_BUFFER, &uiDestPitchBYTES); // make sure to check for these boundaries later on, and only draw inside them - SetClippingRegionAndImageWidth( uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y ); - + SetClippingRegionAndImageWidth(uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y); + // we determine the biggest rectangle we have to reserve INT32 best_xl = 99999; INT32 best_xr = 0; INT32 best_yl = 99999; INT32 best_yr = 0; BOOLEAN sthdrawn = FALSE; - + INT16 radius_inner = sRadius - sThickness / 2; INT16 radius_outer = sRadius + sThickness / 2; - + // determine area of where the circle will be drawn in, take into account what part of the sector we actually see - INT32 xl = max( gsVIEWPORT_START_X, sScreenX - radius_outer ); - INT32 xr = min( gsVIEWPORT_END_X, sScreenX + radius_outer ); - INT32 yl = max( gsVIEWPORT_WINDOW_START_Y, sScreenY - radius_outer ); - INT32 yr = min( gsVIEWPORT_WINDOW_END_Y, sScreenY + radius_outer ); + INT32 xl = max(gsVIEWPORT_START_X, sScreenX - radius_outer); + INT32 xr = min(gsVIEWPORT_END_X, sScreenX + radius_outer); + INT32 yl = max(gsVIEWPORT_WINDOW_START_Y, sScreenY - radius_outer); + INT32 yr = min(gsVIEWPORT_WINDOW_END_Y, sScreenY + radius_outer); - best_xl = min( best_xl, xl ); - best_xr = max( best_xr, xr ); - best_yl = min( best_yl, yl ); - best_yr = max( best_yr, yr ); + best_xl = min(best_xl, xl); + best_xr = max(best_xr, xr); + best_yl = min(best_yl, yl); + best_yr = max(best_yr, yr); - UINT16 blue = Get16BPPColor( FROMRGB( 0, 0, 255 ) ); - - for ( INT32 x = xl; x <= xr; ++x ) + for (INT32 x = xl; x <= xr; ++x) { FLOAT xdiffsquared = (FLOAT)((sScreenX - x) * (sScreenX - x)); - for ( INT32 y = yl; y <= yr; ++y ) + for (INT32 y = yl; y <= yr; ++y) { - FLOAT diff = sqrt( (FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y)) ); + FLOAT diff = sqrt((FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y))); - if ( radius_inner <= diff && diff <= radius_outer ) + if (radius_inner <= diff && diff <= radius_outer) { // 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 - PixelAlterColour( FALSE, x, y, blue, pDestBuf ); + PixelAlterColour(FALSE, x, y, usColour, pDestBuf); sthdrawn = TRUE; } @@ -771,7 +769,7 @@ void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThicknes } } - UnLockVideoSurface( FRAME_BUFFER ); + UnLockVideoSurface(FRAME_BUFFER); } void RenderTopmostTacticalInterface( ) diff --git a/Tactical/Items.cpp b/Tactical/Items.cpp index 40f165f6..8ddaaf69 100644 --- a/Tactical/Items.cpp +++ b/Tactical/Items.cpp @@ -3241,7 +3241,7 @@ UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier, BOOLEAN fConsiderDragging UINT32 uiTotalWeight = GetTotalWeight( pSoldier ); // Flugente: if we drag someone, add their weight to ours - if ( fConsiderDragging && pSoldier->IsDraggingSomeone() ) + if ( fConsiderDragging && pSoldier->IsDragging() ) { if (pSoldier->usDragPersonID != NOBODY) { diff --git a/Tactical/PATHAI.cpp b/Tactical/PATHAI.cpp index 4c00a2b7..85abdf3f 100644 --- a/Tactical/PATHAI.cpp +++ b/Tactical/PATHAI.cpp @@ -3667,7 +3667,7 @@ if(!GridNoOnVisibleWorldTile(iDestination)) } // Flugente: dragging someone - if ( s->IsDraggingSomeone( ) ) + if ( s->IsDragging( ) ) { ubAPCost *= gItemSettings.fDragAPCostModifier; } @@ -4782,7 +4782,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl } // Flugente: dragging someone - if ( pSold->IsDraggingSomeone( ) ) + if ( pSold->IsDragging( ) ) { sMovementAPsCost *= gItemSettings.fDragAPCostModifier; } @@ -4922,7 +4922,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl } // Flugente: dragging someone - if ( pSold->IsDraggingSomeone() ) + if ( pSold->IsDragging() ) { sPointsWalk *= gItemSettings.fDragAPCostModifier; sPointsCrawl *= gItemSettings.fDragAPCostModifier; diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index a19c7865..0ca8302b 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -562,7 +562,7 @@ INT16 ActionPointCost( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, UINT16 u sPoints *= gItemSettings.fShieldMovementAPCostModifier; // Flugente: dragging someone - if ( pSoldier->IsDraggingSomeone( ) ) + if ( pSoldier->IsDragging( ) ) sPoints *= gItemSettings.fDragAPCostModifier; // Flugente: scuba fins reduce movement cost in water, but increase cost on land @@ -4299,7 +4299,7 @@ INT16 GetAPsStartRun( SOLDIERTYPE *pSoldier ) if ( pSoldier->IsRiotShieldEquipped( ) ) val *= gItemSettings.fShieldMovementAPCostModifier; - if ( pSoldier->IsDraggingSomeone( ) ) + if ( pSoldier->IsDragging( ) ) val *= gItemSettings.fDragAPCostModifier; // Athletics trait @@ -4667,3 +4667,19 @@ INT16 GetAPsToBreakWindow(SOLDIERTYPE *pSoldier, BOOLEAN fStance) return MinAPsToPunch(pSoldier, NOWHERE); } + +INT16 GetAPsToStartDrag(SOLDIERTYPE *pSoldier, BOOLEAN fStance) +{ + INT16 sAPCost = 0; + + if (fStance && gAnimControl[pSoldier->usAnimState].ubEndHeight != ANIM_CROUCH) + { + if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_CROUCH) + sAPCost += GetAPsCrouch(pSoldier, TRUE); + else + sAPCost += GetAPsProne(pSoldier, TRUE); + } + + return sAPCost; +} + diff --git a/Tactical/Points.h b/Tactical/Points.h index f9b6d82c..7ca66c9d 100644 --- a/Tactical/Points.h +++ b/Tactical/Points.h @@ -389,5 +389,6 @@ INT32 GetBPCostForRecoilkick( SOLDIERTYPE * pSoldier ); // sevenfm INT16 GetAPsToBreakWindow(SOLDIERTYPE *pSoldier, BOOLEAN fStance); +INT16 GetAPsToStartDrag(SOLDIERTYPE *pSoldier, BOOLEAN fStance); #endif diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 908bcc8c..acad2141 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -9332,7 +9332,7 @@ void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier } // Flugente: drag people - if ( pSoldier->IsDraggingSomeone( false ) ) + if ( pSoldier->IsDragging( false ) ) { pSoldier->sAniDelay = gItemSettings.fDragAPCostModifier * pSoldier->sAniDelay; } @@ -11775,7 +11775,7 @@ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckR // Flugente: as we move a tile, we would now be too far away to drag someone. // So remember whether we were dragging (we have to set our position now, otherwise the person we drag woul soon occupy our gridno). - BOOLEAN currentlydragging = this->IsDraggingSomeone(); + BOOLEAN currentlydragging = this->IsDragging(); INT32 sOldGridNo = this->sGridNo; // OK, set new position @@ -18322,7 +18322,8 @@ BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck, INT32 sGridNo ) case SKILLS_DRAG: // TODO: a better check would be whether we can drag anything at the moment - CanDrag is more used for a specific person - if ( CanDragInPrinciple() ) + // sevenfm: added AP check to crouch before starting to drag + if ((!fAPCheck || EnoughPoints(this, GetAPsToStartDrag(this, sGridNo), 0, FALSE)) && CanDragInPrinciple()) canuse = TRUE; break; @@ -18467,6 +18468,11 @@ BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT32 ID ) break; case SKILLS_DRAG: + // sevenfm: change to crouch before dragging + if (gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH) + { + HandleStanceChangeFromUIKeys(ANIM_CROUCH); + } if ( usMapPos != NOWHERE ) SetDragOrderStructure( usMapPos ); else if ( ID < NOBODY ) @@ -18650,8 +18656,9 @@ STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill, INT32 sGridNo ) swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_PRONEPERSONORCORPSE] ); wcscat( skilldescarray, atStr ); - swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_CROUCH] ); - wcscat( skilldescarray, atStr ); + // sevenfm: allow to start dragging from any stance, will crouch automatically + //swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_CROUCH] ); + //wcscat( skilldescarray, atStr ); swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_FREEHANDS] ); wcscat( skilldescarray, atStr ); @@ -20736,10 +20743,10 @@ void SOLDIERTYPE::RiotShieldTakeDamage( INT32 sDamage ) } // Flugente: drag people -BOOLEAN SOLDIERTYPE::CanDragInPrinciple() +BOOLEAN SOLDIERTYPE::CanDragInPrinciple(BOOLEAN fCheckStance) { - // only prone while crouched - if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH ) + // only allow while crouched + if (fCheckStance && gAnimControl[this->usAnimState].ubEndHeight != ANIM_CROUCH) return FALSE; // not in water @@ -20753,9 +20760,9 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple() return TRUE; } -BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID ) +BOOLEAN SOLDIERTYPE::CanDragPerson(UINT16 usID, BOOLEAN fCheckStance) { - if ( !CanDragInPrinciple() ) + if (!CanDragInPrinciple(fCheckStance)) return FALSE; // check whether this guy exists etc. @@ -20794,9 +20801,9 @@ BOOLEAN SOLDIERTYPE::CanDragPerson( UINT16 usID ) return FALSE; } -BOOLEAN SOLDIERTYPE::CanDragCorpse( UINT16 usCorpseNum ) +BOOLEAN SOLDIERTYPE::CanDragCorpse(UINT16 usCorpseNum, BOOLEAN fCheckStance) { - if ( !CanDragInPrinciple( ) ) + if (!CanDragInPrinciple(fCheckStance)) return FALSE; ROTTING_CORPSE* pCorpse = GetRottingCorpse( usCorpseNum ); @@ -20826,9 +20833,9 @@ BOOLEAN SOLDIERTYPE::CanDragCorpse( UINT16 usCorpseNum ) return FALSE; } -BOOLEAN SOLDIERTYPE::CanDragStructure( INT32 sGridNo ) +BOOLEAN SOLDIERTYPE::CanDragStructure(INT32 sGridNo, BOOLEAN fCheckStance) { - if ( !CanDragInPrinciple() ) + if (!CanDragInPrinciple(fCheckStance)) return FALSE; if ( sGridNo == NOWHERE ) @@ -21013,27 +21020,27 @@ BOOLEAN SOLDIERTYPE::CanDragStructure( INT32 sGridNo ) return TRUE; } -BOOLEAN SOLDIERTYPE::IsDraggingSomeone( bool aStopIfConditionNotSatisfied ) +BOOLEAN SOLDIERTYPE::IsDragging( bool aStopIfConditionNotSatisfied ) { - if ( this->sDragCorpseID >= 0 ) + if (this->sDragCorpseID >= 0) { - if ( this->CanDragCorpse(this->sDragCorpseID) ) + if (this->CanDragCorpse(this->sDragCorpseID, TRUE)) return TRUE; - else if ( aStopIfConditionNotSatisfied ) + else if (aStopIfConditionNotSatisfied) CancelDrag(); } - else if ( this->usDragPersonID != NOBODY ) + else if (this->usDragPersonID != NOBODY) { - if ( this->CanDragPerson(this->usDragPersonID) ) + if (this->CanDragPerson(this->usDragPersonID, TRUE)) return TRUE; - else if ( aStopIfConditionNotSatisfied ) + else if (aStopIfConditionNotSatisfied) CancelDrag(); } - else if ( this->sDragGridNo != NOWHERE ) + else if (this->sDragGridNo != NOWHERE) { - if ( this->CanDragStructure( this->sDragGridNo ) ) + if (this->CanDragStructure(this->sDragGridNo, TRUE)) return TRUE; - else if ( aStopIfConditionNotSatisfied ) + else if (aStopIfConditionNotSatisfied) CancelDrag(); } @@ -21105,6 +21112,12 @@ void SOLDIERTYPE::SetDragOrderStructure( INT32 sGridNo ) void SOLDIERTYPE::CancelDrag() { + // sevenfm: update face icon + if (this->usDragPersonID != NOBODY || this->sDragCorpseID != -1 || this->sDragGridNo != NOWHERE) + { + fInterfacePanelDirty = DIRTYLEVEL2; + } + // if we are dragging a person, set them to the center of their gridno, otherwise their position might be off if (this->usDragPersonID != NOBODY) { @@ -24454,6 +24467,130 @@ BOOLEAN SOLDIERTYPE::CanBreakWindow(void) return FALSE; } +BOOLEAN SOLDIERTYPE::CanStartDrag(void) +{ + if (!this->IsDragging(false) && this->CanDragInPrinciple()) + { + 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)) + { + return TRUE; + } + } + + // 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)) + { + return TRUE; + } + } + + // 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) + { + return TRUE; + } + } + } + } + + 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 ); diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index 4615828c..eff711d0 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -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 ); diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index af0f75aa..603f7b1e 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -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; diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 0de38d10..8f6db0d0 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -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); } diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 52493f13..b229c575 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -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); + } + } + } + } } } }