Fix: when using two guns, both are reloaded on the reload cursor prompt, even if one of them still has ammo. This has been changed so that now only empty guns get reloaded

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9146 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2021-07-24 19:15:18 +00:00
parent 102ee32232
commit ed82841e3c
7 changed files with 54 additions and 41 deletions
+1 -1
View File
@@ -92,7 +92,7 @@ extern UINT8 gubReinforcementMinEnemyStaticGroupSize;
extern BOOLEAN gfStrategicMilitiaChangesMade;
extern void ResetMilitia();
extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier );
extern BOOLEAN AutoReload( SOLDIERTYPE *pSoldier, bool aReloadEvenIfNotEmpty );
extern HVSURFACE ghFrameBuffer;
BOOLEAN gfTransferTacticalOppositionToAutoResolve = FALSE;
+34 -27
View File
@@ -3889,12 +3889,12 @@ INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot
}
}
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
{
OBJECTTYPE *pObj, *pObj2;
INT8 bSlot;
INT16 bAPCost;
BOOLEAN fRet;
BOOLEAN fRet = FALSE;
CHECKF( pSoldier );
@@ -3996,38 +3996,45 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
if (Item[pObj->usItem].usItemClass == IC_GUN || Item[pObj->usItem].usItemClass == IC_LAUNCHER)
{
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
// Flugente: only reload if it's empty, or we really want to
if ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, HANDPOS ) )
{
// reload using this ammo!
fRet = ReloadGun( pSoldier, pObj, &(pSoldier->inv[bSlot]) );
// if we are valid for two-pistol shooting (reloading) and we have enough APs still
// then do a reload of both guns!
if ( (fRet == TRUE) && pSoldier->IsValidSecondHandShotForReloadingPurposes( ) )
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if ( bSlot != NO_SLOT )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
// reload using this ammo!
fRet = ReloadGun( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
}
}
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
// if we are valid for two-pistol shooting (reloading) and we have enough APs still
// then do a reload of both guns!
// Flugente: only reload if it's empty, or we really want to
if ( pSoldier->IsValidSecondHandShotForReloadingPurposes()
&& ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS ) ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &( pSoldier->inv[SECONDHANDPOS] ) );
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if ( bSlot != NO_SLOT )
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
if ( EnoughPoints( pSoldier, (INT16)bAPCost, 0, FALSE ) )
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( pSoldier, pObj, &(pSoldier->inv[bSlot] ) );
if ( EnoughPoints( pSoldier, (INT16) bAPCost, 0, FALSE ) )
{
// reload the 2nd gun too
fRet = ReloadGun( pSoldier, pObj, &(pSoldier->inv[bSlot]) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() );
}
// reload the 2nd gun too
fRet = ReloadGun( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_RELOAD_ONLY_ONE_GUN], pSoldier->GetName() );
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
// couldn't reload
+1 -1
View File
@@ -198,7 +198,7 @@ BOOLEAN EvaluateValidMerge( UINT16 usMerge, UINT16 usItem, UINT16 * pusResult, U
// is the item passed a medical/ first aid kit? and what type?
INT8 IsMedicalKitItem( OBJECTTYPE *pObject );
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier );
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty = true );
INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot );
void SwapOutHandItem( SOLDIERTYPE * pSoldier );
+10 -4
View File
@@ -3157,7 +3157,7 @@ INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJEC
return GetAPsToReload(pGun); // added by SANDRO - safety check
}
INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
{
OBJECTTYPE * pObj;
INT8 bSlot, bSlot2, bExcludeSlot;
@@ -3205,11 +3205,17 @@ INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier )
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
{
// we would reload using this ammo!
bAPCost += GetAPsToReloadGunWithAmmo( pSoldier, pObj, &(pSoldier->inv[bSlot] ) );
// Flugente: only reload if it's empty, or we really want to
if ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, HANDPOS ) )
{
// we would reload using this ammo!
bAPCost += GetAPsToReloadGunWithAmmo( pSoldier, pObj, &( pSoldier->inv[bSlot] ) );
}
}
if ( pSoldier->IsValidSecondHandShotForReloadingPurposes( ) )
// Flugente: only reload if it's empty, or we really want to
if ( pSoldier->IsValidSecondHandShotForReloadingPurposes()
&& ( aReloadEvenIfNotEmpty || !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS ) ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
+1 -1
View File
@@ -365,7 +365,7 @@ void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo
UINT16 GetAPsToReloadRobot( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pRobot );
INT16 GetAPsToReloadGunWithAmmo( SOLDIERTYPE *pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo, BOOLEAN usAllAPs = TRUE );
INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier );
INT16 GetAPsToAutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty = true );
INT32 CalcAPCostForAiming( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAimTime );
INT8 CalcAimingLevelsAvailableWithAP( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, INT8 bAPsLeft );
+4 -4
View File
@@ -5999,12 +5999,12 @@ BOOLEAN HandleUIReloading( SOLDIERTYPE *pSoldier )
if ( guiCurrentUICursor == GOOD_RELOAD_UICURSOR )
{
// Check APs to reload...
bAPs = GetAPsToAutoReload( pSoldier );
bAPs = GetAPsToAutoReload( pSoldier, false );
if ( EnoughPoints( pSoldier, bAPs, 0,TRUE ) )
{
// OK, we have some ammo we can reload.... reload now!
if ( !AutoReload( pSoldier ) )
if ( !AutoReload( pSoldier, false ) )
{
// Do we say we could not reload gun...?
}
@@ -8949,12 +8949,12 @@ void HandleTacticalReload()
// Do we have the ammo to reload?
// Check APs to reload...
bAPs = GetAPsToAutoReload(pSoldier);
bAPs = GetAPsToAutoReload(pSoldier, false);
if (EnoughPoints(pSoldier, bAPs, 0, TRUE))
{
// OK, we have some ammo we can reload.... reload now!
if (!AutoReload(pSoldier))
if ( !AutoReload(pSoldier, false) )
{
// Do we say we could not reload gun...?
pSoldier->DoMercBattleSound(BATTLE_SOUND_CURSE1);
+3 -3
View File
@@ -1248,7 +1248,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
//CHRISL: We need to only check the second hand if the weapon in the second hand is onehanded
// Check for enough ammo...
if ( !EnoughAmmo( pSoldier, FALSE, HANDPOS ) || (pSoldier->IsValidSecondHandShotForReloadingPurposes( ) && !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS) && !Item[pSoldier->inv[SECONDHANDPOS].usItem].twohanded ) )
if ( !EnoughAmmo( pSoldier, FALSE, HANDPOS ) || (pSoldier->IsValidSecondHandShotForReloadingPurposes( ) && !Item[pSoldier->inv[SECONDHANDPOS].usItem].twohanded && !EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS) ) )
{
// Check if ANY ammo exists.....
if ( FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT ) == NO_SLOT )
@@ -1259,7 +1259,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
else
{
// Check APs to reload...
gsCurrentActionPoints = GetAPsToAutoReload( pSoldier );
gsCurrentActionPoints = GetAPsToAutoReload( pSoldier, false );
gfUIDisplayActionPoints = TRUE;
//gUIDisplayActionPointsOffX = 14;
@@ -1972,7 +1972,7 @@ UINT8 HandleNonActivatedTossCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEA
else
{
// Check APs to reload...
gsCurrentActionPoints = GetAPsToAutoReload( pSoldier );
gsCurrentActionPoints = GetAPsToAutoReload( pSoldier, false );
gfUIDisplayActionPoints = TRUE;
//gUIDisplayActionPointsOffX = 14;