- ActionItems Fix: Increased number of action items from 255 (0-254) to 501 (0-500) (by Jazz)

o See file: ActionItems.xml

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5425 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-07-29 11:47:36 +00:00
parent 1079ef1fa4
commit a618bd241c
4 changed files with 73 additions and 65 deletions
+16 -12
View File
@@ -100,7 +100,7 @@ CHAR16 temp[30];
if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
{
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
{
if ( ActionItemsValues[ i ].BlowUp == 0 )
{
@@ -115,14 +115,17 @@ if( (*pItem)[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
}
else
{
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
{
if ( ActionItemsValues[ i ].BlowUp == 1 )
{
if ( (*pItem)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP )
{
if ( (*pItem)[0]->data.misc.usBombItem == ActionItemsValues[ i ].BombItem )
{
wcscpy(temp, gszActionItemDesc[i]);
o = i;
}
}
}
}
@@ -245,7 +248,7 @@ void ToggleDetonator( GUI_BUTTON *btn, INT32 reason );
UINT32 guiActionItemButton;
void ActionItemCallback( GUI_BUTTON *btn, INT32 reason );
INT8 gbActionItemIndex = ACTIONITEM_MEDIUM;
/*INT8*/ INT16 gbActionItemIndex = ACTIONITEM_MEDIUM;
INT8 gbDefaultBombTrapLevel = 9;
void RemoveBombFromWorldByItemIndex( INT32 iItemIndex );
@@ -353,7 +356,7 @@ void DisableItemStatsPanel()
}
void ExecuteItemStatsCmd( UINT8 ubAction )
void ExecuteItemStatsCmd( /*UINT8*/ UINT16 ubAction )
{
switch( ubAction )
{
@@ -1501,22 +1504,23 @@ void ActionItemCallback( GUI_BUTTON *btn, INT32 reason )
}
}
void ChangeActionItem( OBJECTTYPE *pItem, INT8 bActionItemIndex )
void ChangeActionItem( OBJECTTYPE *pItem, /*INT8*/ INT16 bActionItemIndex )
{
UINT32 i;
pItem->usItem = ACTION_ITEM;
/*UINT32*/ INT16 i;
//(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
for (i= ACTIONITEM_TRIP_KLAXON; i<=ACTIONITEM_NEW; i++ )
for (i= ACTIONITEM_TRIP_KLAXON; i< NUM_ACTIONITEMS; /*=ACTIONITEM_NEW;*/ i++ )
{
if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
pItem->usItem = ACTION_ITEM;
if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 1 )
{
(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
(*pItem)[0]->data.misc.bActionValue = ACTION_ITEM_BLOW_UP;
(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
}
else if ( bActionItemIndex == i && ActionItemsValues[ i ].BlowUp == 0 )
{
(*pItem)[0]->data.misc.usBombItem = ActionItemsValues[ i ].BombItem;
(*pItem)[0]->data.misc.usBombItem = NOTHING; //ActionItemsValues[ i ].BombItem;
(*pItem)[0]->data.misc.bActionValue = ActionItemsValues[ i ].ActionID;
}
}
@@ -1679,7 +1683,7 @@ pItem->usItem = ACTION_ITEM;
*/
}
void UpdateActionItem( INT8 bActionItemIndex )
void UpdateActionItem( /*INT8*/ INT16 bActionItemIndex )
{
gbActionItemIndex = bActionItemIndex; //used for future new actionitems as the default.