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Fix:
- price and militia resource points display in sector inventory was incorrect and didn't take Shift key into account - display of militia resource below the map didn't work if MILITIA_VOLUNTEER_POOL was FALSE Enhancements: - militia resource points display below map now better organized - militia resource points display below map now available when in sector inventory and pressing ALT key - conversion of items to militia resource points now available with ALT + RMB, ALT + Shift + RMB and ALT + Shift + Y + RMB just like quick sell feature works git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8275 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1350,8 +1350,63 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
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if(ValidAmmoType(twItem->object.usItem, gpItemPointer->usItem) == TRUE)
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fValidPointer = true;
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}
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// Flugente: convert gear to resources
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if ( _KeyDown( ALT ) && gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT dvalue_Gun = 0;
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FLOAT dvalue_Armour = 0;
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FLOAT dvalue_Misc = 0;
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if (_KeyDown( SHIFT ))
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{
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// convert all items in slot
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twItem->object.MoveThisObjectTo(gItemPointer,-1,0,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT);
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}
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else
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{
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twItem->object.MoveThisObjectTo(gItemPointer, 1);
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}
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fMapPanelDirty = TRUE;
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UINT16 usItem = gItemPointer.usItem;
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if ( ConvertItemToResources( gItemPointer, _KeyDown( SHIFT ), dvalue_Gun, dvalue_Armour, dvalue_Misc ) )
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{
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AddResources( dvalue_Gun, dvalue_Armour, dvalue_Misc );
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dvalue_Gun = dvalue_Armour = dvalue_Misc = 0;
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PlayJA2Sample( COMPUTER_BEEP2_IN, RATE_11025, 15, 1, MIDDLEPAN );
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gpItemPointer = NULL;
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fMapInventoryItem = FALSE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szSMilitiaResourceText[0], Item[usItem].szItemName );
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}
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if ( _KeyDown( 89 ) )
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{
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for ( UINT32 iNumber = 0; iNumber < pInventoryPoolList.size( ); ++iNumber )
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{
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if ( pInventoryPoolList[iNumber].object.usItem == usItem && pInventoryPoolList[iNumber].usFlags & WORLD_ITEM_REACHABLE )
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{
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if ( ConvertItemToResources( pInventoryPoolList[iNumber].object, TRUE, dvalue_Gun, dvalue_Armour, dvalue_Misc ) )
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{
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AddResources( dvalue_Gun, dvalue_Armour, dvalue_Misc );
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dvalue_Gun = dvalue_Armour = dvalue_Misc = 0;
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DeleteObj( &pInventoryPoolList[iNumber].object );
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}
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}
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}
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}
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if ( fShowMapInventoryPool )
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HandleButtonStatesWhileMapInventoryActive( );
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}
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// access description box directly if CTRL is pressed for stack items
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if((twItem->object.ubNumberOfObjects == 1 || _KeyDown( CTRL )) && fValidPointer)
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else if((twItem->object.ubNumberOfObjects == 1 || _KeyDown( CTRL )) && fValidPointer)
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{
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fShowInventoryFlag = TRUE;
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@@ -2459,49 +2514,6 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
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if ( fShowMapInventoryPool )
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HandleButtonStatesWhileMapInventoryActive();
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}
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// Flugente: convert gear to resources
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else if ( _KeyDown( ALT ) && _KeyDown( SHIFT ) && gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
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{
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FLOAT dvalue_Gun = 0;
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FLOAT dvalue_Armour = 0;
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FLOAT dvalue_Misc = 0;
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UINT16 usItem = gItemPointer.usItem;
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if ( ConvertItemToResources( gItemPointer, TRUE, dvalue_Gun, dvalue_Armour, dvalue_Misc ) )
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{
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AddResources( dvalue_Gun, dvalue_Armour, dvalue_Misc );
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dvalue_Gun = dvalue_Armour = dvalue_Misc = 0;
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PlayJA2Sample( COMPUTER_BEEP2_IN, RATE_11025, 15, 1, MIDDLEPAN );
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gpItemPointer = NULL;
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fMapInventoryItem = FALSE;
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szSMilitiaResourceText[0], Item[usItem].szItemName );
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}
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if ( _KeyDown( 89 ) )
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{
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for ( UINT32 iNumber = 0; iNumber < pInventoryPoolList.size( ); ++iNumber )
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{
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if ( pInventoryPoolList[iNumber].object.usItem == usItem && pInventoryPoolList[iNumber].usFlags & WORLD_ITEM_REACHABLE )
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{
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if ( ConvertItemToResources( pInventoryPoolList[iNumber].object, TRUE, dvalue_Gun, dvalue_Armour, dvalue_Misc ) )
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{
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AddResources( dvalue_Gun, dvalue_Armour, dvalue_Misc );
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dvalue_Gun = dvalue_Armour = dvalue_Misc = 0;
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DeleteObj( &pInventoryPoolList[iNumber].object );
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}
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}
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}
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}
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if ( fShowMapInventoryPool )
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HandleButtonStatesWhileMapInventoryActive( );
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}
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else if ( _KeyDown( ALT ) && gGameExternalOptions.fSellAll )//Sell Item
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{
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// HEADROCK HAM 5: Added argument
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@@ -4241,7 +4253,7 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
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{
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//we are selling ammo
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UINT16 magSize = Magazine[ Item[ usItemType ].ubClassIndex ].ubMagSize;
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for (UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ubLoop++)
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for (UINT8 ubLoop = 0; ubLoop < ubNumberOfObjects; ubLoop++)
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{
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iPrice += (INT32)( itemPrice * (float) object[ubLoop]->data.ubShotsLeft / magSize );
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}
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@@ -4249,7 +4261,7 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
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//CHRISL: If we're dealing with money, we want to use the money's amount and just return that value with no modification
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else if(Item[usItemType].usItemClass == IC_MONEY)
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{
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for (UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ubLoop++)
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for (UINT8 ubLoop = 0; ubLoop < ubNumberOfObjects; ubLoop++)
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{
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iPrice += (INT32)(object[ubLoop]->data.money.uiMoneyAmount);
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}
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@@ -4259,7 +4271,7 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
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{
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//CHRISL: If we're selling an LBE Item, we need to verify if it's an LBENODE, first. If it is, we need to sell
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// everything stored in the LBENODE before we sell teh LBE Item itself.
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for(UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ++ubLoop)
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for(UINT8 ubLoop = 0; ubLoop < ubNumberOfObjects; ++ubLoop)
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{
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if(object.IsActiveLBE(ubLoop) == true)
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{
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@@ -4290,7 +4302,7 @@ INT32 SellItem( OBJECTTYPE& object, BOOLEAN fAll, BOOLEAN useModifier )
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else
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{
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//we are selling a gun or something - it could be stacked or single, and if single it could have attachments
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for (UINT8 ubLoop = 0; ubLoop < object.ubNumberOfObjects; ubLoop++)
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for (UINT8 ubLoop = 0; ubLoop < ubNumberOfObjects; ubLoop++)
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{
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iPrice += ( itemPrice * object[ubLoop]->data.objectStatus / 100 );
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for (attachmentList::iterator iter = object[ubLoop]->attachments.begin(); iter != object[ubLoop]->attachments.end(); ++iter) {
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