New feature: Getting and using intel allows for more spy-related roleplay.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475

Requires GameDir >= r2401.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-02-18 23:17:34 +00:00
parent ee73811cfe
commit e55b480996
83 changed files with 3784 additions and 937 deletions
+30 -8
View File
@@ -51,6 +51,7 @@ UINT8 HandleWirecutterCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCur
UINT8 HandleRepairCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRefuelCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags );
UINT8 HandleJarCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
UINT8 HandleTinCanCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCursorFlags );
@@ -238,14 +239,14 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
if ( fActivated )
{
if ( !gfUIHandlePhysicsTrajectory )
{
ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
}
else
{
ubCursorID = HandleActivatedTossCursor( pSoldier, sTargetGridNo, ubItemCursor );
}
if ( !gfUIHandlePhysicsTrajectory )
{
ubCursorID = HandleNonActivatedTossCursor( pSoldier, sTargetGridNo, fRecalc, uiCursorFlags, ubItemCursor );
}
else
{
ubCursorID = HandleActivatedTossCursor( pSoldier, sTargetGridNo, ubItemCursor );
}
}
else
{
@@ -278,6 +279,10 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
ubCursorID = HandleBombCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case CAMERACURS:
ubCursorID = HandleCameraCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
break;
case REMOTECURS:
ubCursorID = HandleRemoteCursor( pSoldier, sTargetGridNo, fActivated, uiCursorFlags );
@@ -2184,6 +2189,19 @@ UINT8 HandleRemoteCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
}
}
UINT8 HandleCameraCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
// DRAW PATH TO GUY
HandleUIMovementCursor( pSoldier, uiCursorFlags, sGridNo, MOVEUI_TARGET_HANDCUFF );
// do we have handcuffs in our hand?
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, CAMERA ) && SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) )
{
return CAMERA_GREY_UICURSOR;
}
return CAMERA_RED_UICURSOR;
}
UINT8 HandleBombCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivated, UINT32 uiCursorFlags )
{
@@ -2847,6 +2865,10 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag(usInHand, HANDCUFFS) )
ubCursor = HANDCUFFCURS;
// Flugente: camera cursor
if ( HasItemFlag( usInHand, CAMERA ) )
ubCursor = CAMERACURS;
// Flugente: interactive actions
// we only check whether an action is possible in principle, not whether this particular guy can do it. That way we know an action is possible here even if we can't perform it at the moment.
// only do this if the item doesn't already allow us to do something else