*************************

* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-20 15:49:46 +00:00
parent 53821fcf49
commit f010769397
120 changed files with 16937 additions and 2200 deletions
+295 -125
View File
@@ -1259,9 +1259,11 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
}
usOldMapPos = sMapPos;
}
}
void GetPolledKeyboardInput( UINT32 *puiNewEvent )
{
static BOOLEAN fShifted = FALSE;
@@ -1406,6 +1408,7 @@ void GetPolledKeyboardInput( UINT32 *puiNewEvent )
fEndDown = FALSE;
}
}
@@ -3390,9 +3393,20 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
}
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
// HEADROCK HAM 3.5: When this INI setting is enabled, ALL mercs in the current sector will do a goggle swap.
if (gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector)
{
SwapGogglesUniformly(pTeamSoldier, fToNightVision);
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGogglesUniformly(pTeamSoldier, fToNightVision);
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGogglesUniformly(pTeamSoldier, fToNightVision);
}
}
}
}
@@ -3400,9 +3414,20 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
{
for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
// HEADROCK HAM 3.5: When this INI setting is enabled, ALL mercs in the current sector will do a goggle swap.
if (gGameExternalOptions.fGoggleSwapAffectsAllMercsInSector)
{
SwapGoggles(pTeamSoldier);
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGoggles(pTeamSoldier);
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
{
SwapGoggles(pTeamSoldier);
}
}
}
}
@@ -3772,11 +3797,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
//if the display cover or line of sight is being displayed
if( _KeyDown( END ) || _KeyDown( DEL ) )
{
//f( _KeyDown( DEL ) )
//ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover + 1 );
//if( _KeyDown( DEL ) )
// ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover + 1 );
//if( _KeyDown( END ) )
//ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS + 1 );
// ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS + 1 );
}
else
{
@@ -4019,10 +4044,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
if( _KeyDown( END ) || _KeyDown( DEL ) )
{
//if( _KeyDown( DEL ) )
//ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover - 1 );
// ChangeSizeOfDisplayCover( gGameSettings.ubSizeOfDisplayCover - 1 );
//if( _KeyDown( END ) )
//ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS - 1 );
// ChangeSizeOfLOS( gGameSettings.ubSizeOfLOS - 1 );
}
else
{
@@ -5712,149 +5737,274 @@ bool BadGoggles(SOLDIERTYPE *pTeamSoldier) {
void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
{
/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
as well as inventory positions.
*/
OBJECTTYPE * pObj;
OBJECTTYPE * pGoggles = NULL;
INT8 bSlot1;
int bestBonus;
bool itemFound = false;
//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
for(bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
// WDS - Smart goggle switching
// NOTE: Investigate using GetItemVisionRangeBonus from Items.cpp???
if (gGameExternalOptions.smartGoggleSwitch)
{
if(Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0)
itemFound = true;
if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
itemFound = true;
}
//2 head slots
for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
{
// if wearing sungoggles
if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
// Look through the head slots and find any sort of goggle or an empty spot
int slotToUse = -1;
for (int headSlot = HEAD1POS; headSlot <= HEAD2POS; ++headSlot)
{
itemFound = true;
bestBonus = 0;
pGoggles = FindNightGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
if ( (Item[pTeamSoldier->inv[headSlot].usItem].brightlightvisionrangebonus > 0) )
{
bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
}
}
}
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
slotToUse = headSlot;
break;
}
// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
// thus suffers a penalty.
else
}
else if ( (Item[pTeamSoldier->inv[headSlot].usItem].nightvisionrangebonus > 0) )
{
// Remove sungoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
slotToUse = headSlot;
break;
}
else if (pTeamSoldier->inv[headSlot].exists() == false)
{
slotToUse = headSlot;
}
}
// else if wearing NVGs
else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
if (slotToUse == -1)
{
itemFound = true;
bestBonus = 0;
pGoggles = FindSunGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
// No place to swap in a new goggle, give up
return;
}
// Find the best goggles for the current time of day anywhere in inventory
OBJECTTYPE * pGoggles = 0;
if (DayTime())
{
pGoggles = FindSunGogglesInInv( pTeamSoldier, TRUE );
}
else
{
pGoggles = FindNightGogglesInInv( pTeamSoldier, TRUE );
}
if (pGoggles)
{
// Now either swap or equip the best one that was found
if (pTeamSoldier->inv[slotToUse].exists())
{
bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
SwapObjs( pTeamSoldier, slotToUse, pGoggles, TRUE );
}
else
{
pGoggles->MoveThisObjectTo(pTeamSoldier->inv[slotToUse], 1, pTeamSoldier, slotToUse);
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
}
else
{
// No goggles to equip, should the current ones be unequiped?
if (pTeamSoldier->inv[slotToUse].exists())
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
if ((DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].nightvisionrangebonus > 0)) ||
(!DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].brightlightvisionrangebonus > 0)))
{
if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
// It's day and we're wearing night goggles (or vice-versa), find a place to stash them
if (pTeamSoldier->inv[ HELMETPOS ].exists())
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
if (pTeamSoldier->inv[ HELMETPOS ].AttachObject( NULL, &pTeamSoldier->inv[slotToUse] ))
{
// It worked!
}
else
{
// Try dumping it anywhere in inventory because it doesn't attach to the helmet
if (ValidAttachment( pTeamSoldier->inv[slotToUse].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[slotToUse][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE, 0 );
}
else
{
// Remove sungoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE);
}
}
}
else
{
// Try dumping it anywhere in inventory given there's no helemt
if (ValidAttachment( pTeamSoldier->inv[slotToUse].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[slotToUse][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE, 0 );
}
else
{
// Remove sungoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[slotToUse], FALSE);
}
}
}
}
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
// thus suffers a penalty.
else
{
// Remove nightgoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
}
}
// else if not wearing anything and no goggles found
else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
}
else
{
// Normal goggle switching
/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
as well as inventory positions.
*/
OBJECTTYPE * pObj;
OBJECTTYPE * pGoggles = NULL;
INT8 bSlot1;
int bestBonus;
bool itemFound = false;
//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
for(bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
{
bestBonus = 0;
// search helmet and vest for goggles of some kind
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
if(Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0)
itemFound = true;
if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
itemFound = true;
}
//2 head slots
for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
{
// if wearing sungoggles
if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
{
pObj = &(pTeamSoldier->inv[gear]);
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
itemFound = true;
bestBonus = 0;
pGoggles = FindNightGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
{
if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
}
else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].nightvisionrangebonus;
if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
}
}
}
if(pGoggles)
{
pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
pObj->RemoveAttachment(pGoggles);
break;
}
}
if(pTeamSoldier->inv[bSlot1].exists() == false)
{
if(DayTime() == TRUE)
pGoggles = FindSunGogglesInInv( pTeamSoldier );
else
pGoggles = FindNightGogglesInInv( pTeamSoldier );
if(pGoggles)
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
// thus suffers a penalty.
else
{
if (ValidAttachment( pTeamSoldier->inv[bSlot1].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[bSlot1][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE, 0 );
break;
}
else
{
// Remove sungoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
}
}
}
else
// else if wearing NVGs
else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
{
break;
itemFound = true;
bestBonus = 0;
pGoggles = FindSunGogglesInInv( pTeamSoldier );
//search for better goggles on the helmet
if (pGoggles)
{
bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
}
//search helmet and vest
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
{
pGoggles = &(*iter);
bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
}
}
}
if ( pGoggles )
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
// thus suffers a penalty.
else
{
if (ValidAttachment( pTeamSoldier->inv[bSlot1].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[bSlot1][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE, 0 );
break;
}
else
{
// Remove nightgoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
}
}
}
// else if not wearing anything and no goggles found
else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
{
bestBonus = 0;
// search helmet and vest for goggles of some kind
for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
{
pObj = &(pTeamSoldier->inv[gear]);
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
}
else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
{
pGoggles = &(*iter);
bestBonus = Item[iter->usItem].nightvisionrangebonus;
}
}
if(pGoggles)
{
pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
pObj->RemoveAttachment(pGoggles);
break;
}
}
if(pTeamSoldier->inv[bSlot1].exists() == false)
{
if(DayTime() == TRUE)
pGoggles = FindSunGogglesInInv( pTeamSoldier );
else
pGoggles = FindNightGogglesInInv( pTeamSoldier );
if(pGoggles)
{
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
break;
}
}
else
{
break;
}
}
}
}
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
@@ -5922,9 +6072,18 @@ void SwapGogglesUniformly(SOLDIERTYPE *pTeamSoldier, BOOLEAN fToNightVision)
}
else if (Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus <= 0)
{
// Remove sungoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
if (ValidAttachment( pTeamSoldier->inv[bSlot1].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[bSlot1][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE, 0 );
break;
}
else
{
// Remove nightgoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
}
}
}
}
@@ -5961,9 +6120,18 @@ void SwapGogglesUniformly(SOLDIERTYPE *pTeamSoldier, BOOLEAN fToNightVision)
}
else if (Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus <= 0)
{
// Remove nightgoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
if (ValidAttachment( pTeamSoldier->inv[bSlot1].usItem, pTeamSoldier->inv[HELMETPOS].usItem ) &&
pTeamSoldier->inv[bSlot1][0]->attachments.size() < MAX_ATTACHMENTS)
{
pTeamSoldier->inv[HELMETPOS].AttachObject( pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE, 0 );
break;
}
else
{
// Remove nightgoggles.
PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
break;
}
}
}
}
@@ -6038,6 +6206,8 @@ void SeperateItems()
CreateAmmo(gWorldItems[ uiLoop ].object[x]->data.gun.usGunAmmoItem, &gTempObject, gWorldItems[ uiLoop ].object[x]->data.gun.ubGunShotsLeft);
gWorldItems[ uiLoop ].object[x]->data.gun.ubGunShotsLeft = 0;
gWorldItems[ uiLoop ].object[x]->data.gun.usGunAmmoItem = NONE;
// HEADROCK HAM 3.5: Clear ammo type
gWorldItems[ uiLoop ].object[x]->data.gun.ubGunAmmoType = NONE;
// put it on the ground
AddItemToPool( gWorldItems[ uiLoop ].sGridNo, &gTempObject, 1, gWorldItems[ uiLoop ].ubLevel, WORLD_ITEM_REACHABLE , -1 );