Bugfixes (by Flugente)

- fixed a bug that caused wrong cursors to be dispalyed in NCTH
- fixed an oversight that caused the scope mode toggle not to be working
- corrected fortification cursor issues


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5345 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-06-13 07:48:02 +00:00
parent 0749e468a4
commit 99d9567f35
6 changed files with 57 additions and 59 deletions
+11 -9
View File
@@ -4450,23 +4450,21 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
if ( pSoldier->pathing.bLevel == 0 )
{
if ( IsFortificationPossibleAtGridNo( usMapPos, NULL ) )
{
return( TRUE );
}
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)) )
{
return( TRUE );
INT8 bOverTerrainType = GetTerrainType( usMapPos );
if( bOverTerrainType == FLAT_GROUND || bOverTerrainType == DIRT_ROAD || bOverTerrainType == LOW_GRASS )
{
return( TRUE );
}
}
}
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
else if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
{
STRUCTURE* pStruct = FindStructure(usMapPos, STRUCTURE_GENERIC);
@@ -4475,6 +4473,10 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
return( TRUE );
}
}
else if ( IsFortificationPossibleAtGridNo( usMapPos ) )
{
return( TRUE );
}
}
return( FALSE );
+1 -3
View File
@@ -565,10 +565,8 @@ BOOLEAN IsRefuelableStructAtGridNo( INT32 sGridNo, UINT8 *pubID )
// Flugente: determine wether a fortification can be built on this position
BOOLEAN IsFortificationPossibleAtGridNo( INT32 sGridNo, UINT8 *pubID )
BOOLEAN IsFortificationPossibleAtGridNo( INT32 sGridNo )
{
GetMouseMapPos( &sGridNo );
INT8 bOverTerrainType = GetTerrainType( sGridNo );
if( bOverTerrainType == MED_WATER || bOverTerrainType == DEEP_WATER || bOverTerrainType == LOW_WATER )
return FALSE;
+1 -1
View File
@@ -38,7 +38,7 @@ BOOLEAN IsCutWireFenceAtGridNo( INT32 sGridNo );
BOOLEAN IsRepairableStructAtGridNo( INT32 sGridNo, UINT8 *pubID );
BOOLEAN IsRefuelableStructAtGridNo( INT32 sGridNo, UINT8 *pubID );
BOOLEAN IsFortificationPossibleAtGridNo( INT32 sGridNo, UINT8 *pubID ); // added by Flugente
BOOLEAN IsFortificationPossibleAtGridNo( INT32 sGridNo ); // added by Flugente
BOOLEAN IsRoofPresentAtGridNo( INT32 sGridNo );
+1 -4
View File
@@ -4440,10 +4440,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
else
{
INT32 sGridNo = 0;
GetMouseMapPos( &sGridNo );
RemoveFortification( sGridNo );
//SetScopeMode();
SetScopeMode();
}
break;
+9 -5
View File
@@ -2158,12 +2158,16 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
// 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)) )
{
return( FORTIFICATION_RED_UICURSOR );
INT8 bOverTerrainType = GetTerrainType( sGridNo );
if( bOverTerrainType == FLAT_GROUND || bOverTerrainType == DIRT_ROAD || bOverTerrainType == LOW_GRASS )
{
return( FORTIFICATION_GREY_UICURSOR );
}
}
else
return( FORTIFICATION_RED_UICURSOR );
return( FORTIFICATION_RED_UICURSOR );
}
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, (SHOVEL)) )
@@ -2179,7 +2183,7 @@ UINT8 HandleFortificationCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 ui
}
// can we build something here?
if ( IsFortificationPossibleAtGridNo( sGridNo, NULL ) && pSoldier->pathing.bLevel == 0 )
if ( IsFortificationPossibleAtGridNo( sGridNo ) )
{
return( FORTIFICATION_GREY_UICURSOR );
}