Merged from revision: 7350

Fixes (by Buggler)
- Fixed mouse region for item stack popup in strategic screen for non-standard resolutions
- Disabled Ctrl+Click for dropping item to sector inventory in combat
- Disabled Sector Inventory Stack Popup in combat
- Removed unused Ja2Options.ini: MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY and STAMINA_HIT (by Buggler & Sevenfm)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7351 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-07-21 18:07:47 +00:00
parent f086611d21
commit d7d1cce626
6 changed files with 33 additions and 21 deletions
+11 -3
View File
@@ -888,6 +888,7 @@ void InvmaskRegionBtnCallBack( MOUSE_REGION *pRegion, INT32 iReason );
void TrashCanBtnCallback( MOUSE_REGION *pRegion, INT32 iReason);
extern void KeyRingItemPanelButtonCallback( MOUSE_REGION *pRegion, INT32 iReason );
extern BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier );
// handle talking
void HandleSpontanousTalking( void );
@@ -9801,7 +9802,7 @@ void MAPInvClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
if ( !InItemStackPopup( ) )
{
// CHRISL: Changed final parameter so that we fill the inventory screen
InitItemStackPopup( pSoldier, (UINT8)uiHandPos, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
InitItemStackPopup( pSoldier, (UINT8)uiHandPos, xResOffset, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
@@ -9890,10 +9891,17 @@ void MAPBeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
pSoldier->inv[ubHandPos].MoveThisObjectTo(gItemPointer, numToMove, pSoldier, ubHandPos);
//Autoplace to map sector invectory
//Autoplace to map sector inventory
if ( _KeyDown(CTRL) )
{
if( AutoPlaceObjectToWorld(pSoldier, &gItemPointer) )
// if in battle inform player they will have to do this in tactical
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
{
// return item to original slot
PlaceObject( pSoldier, ubHandPos, &gItemPointer );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
}
else if( AutoPlaceObjectToWorld(pSoldier, &gItemPointer) )
{
//INVRenderINVPanelItem( pSoldier, uiHandPos, DIRTYLEVEL2); // redraw the empty slot