Files
source/Tactical/Items.cpp
T
MaddMugsy 13a8319fbb -ammo weights affected by # bullets remaining
-added code to support urban, desert and snow camo

2 issues:

1. Need to test this to make sure it works, since I'm at work.  I'll test it all out tonight.

2. There is no Snow terrain type.  Anyone have any great ideas on how to test for it?

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-08-03 23:55:44 +00:00

7318 lines
232 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "items.h"
#include "Action Items.h"
#include "weapons.h"
#include "Interface Cursors.h"
#include "Soldier Control.h"
#include "overhead.h"
#include "Handle UI.h"
#include "Animation Control.h"
#include "points.h"
#include "Sound Control.h"
#include "Sys globals.h"
#include "Isometric Utils.h"
#include "Animation Data.h"
#include "worldman.h"
#include "Random.h"
#include "Campaign.h"
#include "interface.h"
#include "interface panels.h"
#include "explosion control.h"
#include "Keys.h"
#include "wcheck.h"
#include "soldier profile.h"
#include "SkillCheck.h"
#include "los.h"
#include "message.h"
#include "text.h"
#include "fov.h"
#include "MessageBoxScreen.h"
#include "PathAIDebug.h"
#include "Interface Control.h"
#include "ShopKeeper Interface.h"
#include "Cursors.h"
#endif
#define ANY_MAGSIZE 255
void RemoveObjs( OBJECTTYPE * pObj, UINT8 ubNumberToRemove );
void SetNewItem( SOLDIERTYPE *pSoldier, UINT8 ubInvPos, BOOLEAN fNewItem );
extern SOLDIERTYPE *gpItemDescSoldier;
// weight units are 100g each
////////////////////////////////////////////////////////////////////////////
//ATE: When adding new items, make sure to update text.c with text description
///////////////////////////////////////////////////////////////////////////
INVTYPE Item[MAXITEMS]; //=
//{
//// CLASS SOUND GRPH GRA- PER
////CLASS INDEX CURSOR TYPE TYPE PHIC WT PCKT PRICE COOL DESCRIPTION REL REPAIR FLAGS
////--------- ----- ------- ------- ---- -- -- ---- ----- ---- ----------- --- ------ -----
//{ IC_PUNCH, 0, PUNCHCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, ITEM_NOT_BUYABLE , 0, "Nothing"},
////---WEAPONS---
//// NB For convenience, in accessing the Weapons table, the class index
//// of a weapon must be equal to its position in the Item table
//{ IC_GUN, 1, TARGETCURS, CONDBUL, 0, 1, 6, 1, 350, 2, /* Glock 17 */ +2, +2, IF_STANDARD_GUN },
//{ IC_GUN, 2, TARGETCURS, CONDBUL, 0, 2, 6, 1, 480, 2, /* Glock 18 */ +1, +1, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 3, TARGETCURS, CONDBUL, 0, 3, 11, 1, 450, 2, /* Beretta 92F */ -1, -1, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 4, TARGETCURS, CONDBUL, 0, 4, 11, 1, 470, 2, /* Beretta 93R */ -2, -2, IF_STANDARD_GUN },
//{ IC_GUN, 5, TARGETCURS, CONDBUL, 0, 5, 11, 1, 250, 1, /* .38 S&W Special */ +4, +4, IF_STANDARD_GUN },
//{ IC_GUN, 6, TARGETCURS, CONDBUL, 0, 6, 10, 1, 300, 1, /* .357 Barracuda */ +3, +3, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 7, TARGETCURS, CONDBUL, 0, 7, 17, 1, 300, 1, /* .357 DesertEagle*/ -1, -1, IF_STANDARD_GUN },
//{ IC_GUN, 8, TARGETCURS, CONDBUL, 0, 8, 11, 1, 400, 2, /* .45 M1911 */ 0, 0, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 9, TARGETCURS, CONDBUL, 0, 9, 21, 0, 980, 3, /* H&K MP5K */ -1, 0, IF_STANDARD_GUN},
//{ IC_GUN, 10, TARGETCURS, CONDBUL, 0, 10, 28, 0, 1170, 4, /* .45 MAC-10 */ -2, -1, IF_STANDARD_GUN },
//
//{ IC_GUN, 11, TARGETCURS, CONDBUL, 0, 11, 48, 0, 700, 3, /* Thompson M1A1 */ +3, -3, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 12, TARGETCURS, CONDBUL, 0, 12, 26, 0, 1330, 5, /* Colt Commando */ 0, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 13, TARGETCURS, CONDBUL, 0, 13, 28, 0, 1000, 4, /* H&K MP53 */ -1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 14, TARGETCURS, CONDBUL, 0, 14, 39, 0, 1180, 4, /* AKSU-74 */ -2, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 15, TARGETCURS, CONDBUL, 0, 15, 28, 0, 2750, 10, /* 5.7mm FN P90 */ -2, -4, IF_STANDARD_GUN },
//{ IC_GUN, 16, TARGETCURS, CONDBUL, 0, 16, 19, 0, 620, 3, /* Type-85 */ -4, +2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 17, TARGETCURS, CONDBUL, 0, 17, 39, 0, 1350, 5, /* SKS */ -4, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 18, TARGETCURS, CONDBUL, 0, 18, 43, 0, 1930, 6, /* Dragunov */ +2, +2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 19, TARGETCURS, CONDBUL, 0, 19, 55, 0, 1950, 6, /* M24 */ +4, +4, IF_TWOHANDED_GUN },
//{ IC_GUN, 20, TARGETCURS, CONDBUL, 0, 20, 36, 0, 2380, 8, /* Steyr AUG */ +1, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//
//{ IC_GUN, 21, TARGETCURS, CONDBUL, 0, 21, 41, 0, 1620, 6, /* H&K G41 */ +1, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 22, TARGETCURS, CONDBUL, 0, 22, 29, 0, 1100, 4, /* Ruger Mini-14 */ 0, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 23, TARGETCURS, CONDBUL, 0, 23, 36, 0, 2680, 8, /* C-7 */ -1, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 24, TARGETCURS, CONDBUL, 0, 24, 36, 0, 1970, 7, /* FA-MAS */ -2, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 25, TARGETCURS, CONDBUL, 0, 25, 36, 0, 1830, 6, /* AK-74 */ -1, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 26, TARGETCURS, CONDBUL, 0, 26, 43, 0, 1450, 5, /* AKM */ +2, +2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 27, TARGETCURS, CONDBUL, 0, 27, 29, 0, 2120, 7, /* M-14 */ +1, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 28, TARGETCURS, CONDBUL, 0, 28, 43, 0, 2680, 8, /* FN-FAL */ 0, -1, IF_TWOHANDED_GUN },
//{ IC_GUN, 29, TARGETCURS, CONDBUL, 0, 29, 44, 0, 1570, 5, /* H&K G3A3 */ +1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 30, TARGETCURS, CONDBUL, 0, 30, 38, 0, 2530, 8, /* H&K G11 */ +3, -4, IF_TWOHANDED_GUN },
//
//{ IC_GUN, 31, TARGETCURS, CONDBUL, 0, 31, 36, 0, 670, 3, /* Remington M870 */ +3, +3, IF_TWOHANDED_GUN },
//{ IC_GUN, 32, TARGETCURS, CONDBUL, 0, 32, 38, 0, 980, 4, /* SPAS-15 */ -2, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 33, TARGETCURS, CONDBUL, 0, 33, 41, 0, 2900, 9, /* CAWS */ -3, -3, IF_TWOHANDED_GUN },
//{ IC_GUN, 34, TARGETCURS, CONDBUL, 0, 34, 68, 0, 3100, 10, /* FN Minimi */ -1, -2, IF_TWOHANDED_GUN },
//{ IC_GUN, 35, TARGETCURS, CONDBUL, 0, 35, 48, 0, 3180, 10, /* RPK-74 */ -1, -2, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 36, TARGETCURS, CONDBUL, 0, 36, 93, 0, 3420, 10, /* H&K 21E */ +2, +1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_BLADE, 37, KNIFECURS, 0, 1, 79, 9, 2, 100, 2, /* combat knife */ +2, +2, IF_STANDARD_BLADE},
//{ IC_THROWING_KNIFE,38, TARGETCURS, 0, 1, 53, 1, 4, 50, 3, /* throwing knife */ -1, -1, IF_STANDARD_BLADE},
//{ IC_THROWN, 39, TOSSCURS, 0, 1, 57, 5, 2, 0, 0, /* rock */ 0, 0, ITEM_NOT_BUYABLE},
//{ IC_LAUNCHER, 40, TRAJECTORYCURS, 0, 0, 37, 26, 0, 900, 7, /* grenade launcher*/ 0, -1, IF_TWOHANDED_GUN },
//
//{ IC_LAUNCHER, 41, TRAJECTORYCURS, 0, 0, 0, 77, 0, 1800, 10, /* mortar */ 0, -2, IF_TWOHANDED_GUN},
//{ IC_THROWN, 42, TOSSCURS, 0, 1, 60, 4, 3, 0, 0, /* another rock */ 0, 0, ITEM_NOT_BUYABLE},
//{ IC_BLADE, 43, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* yng male claws */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_BLADE, 44, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* yng fem claws */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_BLADE, 45, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* old male claws */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_BLADE, 46, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* old fem claws */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_TENTACLES, 47, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* queen tentacles*/ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_GUN, 48, TARGETCURS, 0, 0, 0, 0, 1, 0, 0, /* queen spit */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_PUNCH, 49, PUNCHCURS, 0, 1, 102, 1, 4, 20, 2, /* brass knuckles */ 0, 0, IF_STANDARD_BLADE },
//{ IC_LAUNCHER, 50, INVALIDCURS,0, 0, 39, 13, 0, 500, 8, /* underslung g.l.*/ 0, 0, IF_STANDARD_GUN},
//
//{ IC_GUN, 51, TARGETCURS, 0, 0, 38, 21, 0, 500, 9, /* rocket Launcher*/ 0, -3, IF_TWOHANDED_GUN }, // now repairable
//{ IC_BLADE, 52, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* bloodcat claws*/ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_BLADE, 53, KNIFECURS, 0, 0, 0, 0, 1, 0, 0, /* bloodcat bite */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_BLADE, 54, KNIFECURS, 0, 0, 41, 13, 0, 200, 3, /* machete */ 0, +3, IF_STANDARD_BLADE},
//{ IC_GUN, 55, TARGETCURS, 0, 0, 45, 40, 0, 5000, 10, /* rocket rifle */ 0, -5, IF_TWOHANDED_GUN | ITEM_ELECTRONIC },
//{ IC_GUN, 56, TARGETCURS, 0, 0, 40, 12, 0, 1000, 0, /* Automag III */ 0, -2, IF_STANDARD_GUN },
//{ IC_GUN, 57, TARGETCURS, 0, 0, 0, 0, 0, 0, 0, /* infant spit */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_GUN, 58, TARGETCURS, 0, 0, 0, 0, 0, 0, 0, /* yng male spit */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//
//{ IC_GUN, 59, TARGETCURS, 0, 0, 0, 0, 0, 0, 0, /* old male spit */ 0, 0, ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE },
//{ IC_GUN, 60, TARGETCURS, 0, 0, 37, 26, 0, 0, 0, /* tank cannon */ 0, 0, ITEM_NOT_BUYABLE },
//
//{ IC_GUN, 61, TARGETCURS, 0, 0, 46, 12, 1, 500, 5, /* dart gun */ 0, +3, IF_STANDARD_GUN },
//{ IC_THROWING_KNIFE,62, TARGETCURS, 0, 1, 95, 1, 4, 50, 0, /*bloody throw.knife*/0, +4, IF_STANDARD_BLADE | ITEM_NOT_BUYABLE },
//{ IC_GUN, 63, TARGETCURS, 0, 0, 48, 18, 0, 0, 0, /* flamethrower */ 0, 0, IF_STANDARD_GUN },
//{ IC_PUNCH, 64, PUNCHCURS, 0, 1, 85, 30, 0, 40, 1, /* Crowbar */ 0, -4, ITEM_METAL | ITEM_DAMAGEABLE },
//{ IC_GUN, 65, TARGETCURS, 0, 0, 45, 40, 0, 10000, 10, /* rocket rifle */ 0, -5, IF_TWOHANDED_GUN | ITEM_ELECTRONIC },
//// MADD MARKER
//{ IC_GUN, 66, TARGETCURS, CONDBUL, 0, 55, 122,0, 6200, 10, /* Barrett */ +1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 67, TARGETCURS, CONDBUL, 0, 56, 25, 0, 4100, 9, /* VAL Silent */ -3, -3, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 68, TARGETCURS, CONDBUL, 0, 57, 80, 0, 2700, 8, /* PSG */ +4, +4, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 69, TARGETCURS, CONDBUL, 0, 58, 24, 0, 2100, 8, /* TAR 21 */ +3, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
////MAX WEAPONS spot
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////---AMMO---
//{ IC_AMMO, 0, INVALIDCURS, 0, 1, 32, 2, 8, 15, 2, /* CLIP9_15 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 1, INVALIDCURS, 0, 1, 35, 3, 4, 30, 4, /* CLIP9_30 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 2, INVALIDCURS, 0, 1, 33, 2, 8, 45, 4, /* CLIP9_15_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 3, INVALIDCURS, 0, 1, 36, 3, 4, 90, 6, /* CLIP9_30_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 4, INVALIDCURS, 0, 1, 34, 2, 8, 30, 3, /* CLIP9_15_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 5, INVALIDCURS, 0, 1, 37, 3, 4, 60, 5, /* CLIP9_30_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 6, INVALIDCURS, 0, 1, 24, 1, 8, 5, 1, /* CLIP38_6 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 7, INVALIDCURS, 0, 1, 25, 1, 8, 15, 3, /* CLIP38_6_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 8, INVALIDCURS, 0, 1, 26, 1, 8, 10, 2, /* CLIP38_6_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 9, INVALIDCURS, 0, 1, 14, 2, 8, 10, 2, /* CLIP45_7 */ 0, 0, IF_STANDARD_CLIP},
//
//{ IC_AMMO, 10, INVALIDCURS, 0, 1, 4, 10, 4, 45, 3, /* CLIP45_30 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 11, INVALIDCURS, 0, 1, 15, 2, 8, 45, 4, /* CLIP45_7_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 12, INVALIDCURS, 0, 1, 5, 10, 4, 135, 5, /* CLIP45_30_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 13, INVALIDCURS, 0, 1, 16, 2, 8, 30, 3, /* CLIP45_7_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 14, INVALIDCURS, 0, 1, 6, 10, 4, 90, 4, /* CLIP45_30_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 15, INVALIDCURS, 0, 1, 11, 1, 8, 10, 1, /* CLIP357_6 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 16, INVALIDCURS, 0, 1, 17, 3, 8, 15, 1, /* CLIP357_9 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 17, INVALIDCURS, 0, 1, 12, 1, 8, 30, 3, /* CLIP357_6_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 18, INVALIDCURS, 0, 1, 18, 3, 8, 45, 3, /* CLIP357_9_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 19, INVALIDCURS, 0, 1, 13, 1, 8, 20, 2, /* CLIP357_6_HP */ 0, 0, IF_STANDARD_CLIP},
//
//{ IC_AMMO, 20, INVALIDCURS, 0, 1, 19, 3, 8, 30, 2, /* CLIP357_9_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 21, INVALIDCURS, 0, 1, 9, 6, 4, 150, 5, /* CLIP545_30_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 22, INVALIDCURS, 0, 1, 10, 6, 4, 100, 4, /* CLIP545_30_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 23, INVALIDCURS, 0, 1, 7, 5, 4, 150, 4, /* CLIP556_30_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 24, INVALIDCURS, 0, 1, 8, 5, 4, 100, 3, /* CLIP556_30_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 25, INVALIDCURS, 0, 1, 22, 3, 6, 60, 6, /* CLIP762W_10_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 26, INVALIDCURS, 0, 1, 29, 8, 4, 180, 4, /* CLIP762W_30_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 27, INVALIDCURS, 0, 1, 23, 3, 6, 40, 5, /* CLIP762W_10_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 28, INVALIDCURS, 0, 1, 30, 8, 4, 120, 3, /* CLIP762W_30_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 29, INVALIDCURS, 0, 1, 3, 1, 6, 30, 7, /* CLIP762N_5_AP */ 0, 0, IF_STANDARD_CLIP},
//
//{ IC_AMMO, 30, INVALIDCURS, 0, 1, 27, 8, 4, 120, 6, /* CLIP762N_20_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 31, INVALIDCURS, 0, 1, 2, 1, 6, 20, 6, /* CLIP762N_5_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 32, INVALIDCURS, 0, 1, 28, 8, 4, 80, 5, /* CLIP762N_20_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 33, INVALIDCURS, 0, 1, 31, 5, 4, 700, 8, /* CLIP47_50_SAP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 34, INVALIDCURS, 0, 1, 20, 9 , 4, 750, 9, /* CLIP57_50_SAP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 35, INVALIDCURS, 0, 1, 21, 9, 4, 500, 9, /* CLIP57_50_HP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 36, INVALIDCURS, 0, 2, 22, 5, 6, 20, 3, /* CLIP12G_7 */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 37, INVALIDCURS, 0, 2, 4, 5, 6, 20, 3, /* CLIP12G_7_BUCKSHOT */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 38, INVALIDCURS, 0, 1, 0, 10, 6, 300, 9, /* CLIPCAWS_10_SAP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 39, INVALIDCURS, 0, 1, 1, 10, 6, 300, 9, /* CLIPCAWS_10_FLECH */ 0, 0, IF_STANDARD_CLIP},
//
//{ IC_AMMO, 40, INVALIDCURS, 0, 1, 110, 10, 4, 500, 9, /* CLIPROCKET_AP */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 41, INVALIDCURS, 0, 1, 115, 10, 4, 500, 9, /* CLIPROCKET_HE */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 42, INVALIDCURS, 0, 1, 114, 10, 4, 500, 9, /* CLIPROCKET_HEAT */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 43, INVALIDCURS, 0, 1, 119, 1, 8, 10, 4, /* sleep dart */ 0, 0, IF_STANDARD_CLIP},
//{ IC_AMMO, 44, INVALIDCURS, 0, 0, 49, 8, 4, 0, 0, /* flameThrwr clip */ 0, 0, IF_STANDARD_CLIP },
//// MADD MARKER
//{ IC_AMMO, 45, INVALIDCURS, 0, 1, 138, 9, 4, 300, 10, /* CLIP50_11 */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 46, INVALIDCURS, 0, 1, 139, 4, 4, 50, 9, /* CLIP9H_20 */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 47, INVALIDCURS, 0, 1, 140, 8, 4, 50, 6, /* CLIP9_50 */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 48, INVALIDCURS, 0, 1, 141, 8, 4, 50, 7, /* CLIP9_50_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 49, INVALIDCURS, 0, 1, 142, 8, 4, 60, 7, /* CLIP9_50_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//
//{ IC_AMMO, 50, INVALIDCURS, 0, 1, 143, 15, 1, 375, 9, /* DRUM545_75_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 51, INVALIDCURS, 0, 1, 144, 15, 1, 250, 9, /* DRUM545_75_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 52, INVALIDCURS, 0, 1, 145, 30, 1, 1000,9, /* BELT556_200_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 53, INVALIDCURS, 0, 1, 146, 30, 1, 650, 9, /* BELT556_200_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 54, INVALIDCURS, 0, 1, 153, 40, 1, 600, 9, /* BELT762N_100_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 55, INVALIDCURS, 0, 1, 154, 40, 1, 400, 9, /* BELT762N_100_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 56, INVALIDCURS, 0, 1, 147, 3, 8, 300, 6, /* CLIP57_20_AP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
//{ IC_AMMO, 57, INVALIDCURS, 0, 1, 148, 3, 8, 200, 6, /* CLIP57_20_HP */ 0, 0, IF_STANDARD_CLIP | ITEM_BIGGUNLIST },
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
////---EXPLOSIVES---
//
//{ IC_GRENADE, 0, TOSSCURS, 0, 1, 38, 6, 4, 100, 5, /* stun grenade */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE },
//{ IC_GRENADE, 1, TOSSCURS, 0, 1, 48, 6, 4, 120, 4, /* tear gas grenade */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 2, TOSSCURS, 0, 1, 41, 6, 4, 500, 7, /* mustard gas grenade*/ 0, -3, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 3, TOSSCURS, 0, 1, 50, 3, 6, 150, 5, /* mini hand grenade */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 4, TOSSCURS, 0, 1, 49, 6, 4, 200, 6, /* reg hand grenade */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_BOMB, 5, INVALIDCURS, 0, 2, 3, 11, 2, 400, 7, /* RDX */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_BOMB, 6, INVALIDCURS, 0, 2, 0, 11, 1, 500, 4, /* TNT (="explosives")*/ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_BOMB, 7, INVALIDCURS, 0, 2, 23, 11, 1, 1000, 8, /* HMX (=RDX+TNT) */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_BOMB, 8, INVALIDCURS, 0, 1, 45, 11, 1, 750, 7, /* C1 (=RDX+min oil) */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_BOMB, 9, INVALIDCURS, 0, 1, 40, 41, 2, 400, 9, /* mortar shell */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//
//{ IC_BOMB, 10, BOMBCURS, 0, 1, 46, 8, 1, 300, 5, /* mine */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE },
//{ IC_BOMB, 11, INVALIDCURS, 0, 1, 44, 11, 1, 1500, 9, /* C4 ("plastique") */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_BOMB, 12, BOMBCURS, 0, 1, 42, 4, 2, 0, 0, /* trip flare */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE | ITEM_REPAIRABLE },
//{ IC_BOMB, 13, BOMBCURS, 0, 1, 43, 4, 2, 0, 0, /* trip klaxon */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE | ITEM_REPAIRABLE },
//{ IC_BOMB, 14, INVALIDCURS, 0, 1, 107, 2, 4, 250, 5, /* shaped charge */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 15, TOSSCURS, 0, 2, 24, 1, 6, 50, 3, /* break light (flare)*/ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE},
//{ IC_GRENADE, 16, INVALIDCURS, 0, 1, 97, 10, 4, 400, 8, /* 40mm HE grenade */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 17, INVALIDCURS, 0, 1, 111, 10, 4, 250, 6, /* 40mm tear gas grnd */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 18, INVALIDCURS, 0, 1, 113, 10, 4, 200, 5, /* 40mm stun grenade */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 19, INVALIDCURS, 0, 1, 112, 10, 4, 100, 7, /* 40mm smoke grenade */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//
//{ IC_GRENADE, 20, TOSSCURS, 0, 1, 98, 6, 4, 50, 3, /* smoke hand grenade */ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_BOMB, 21, INVALIDCURS, 0, 1, 40, 41, 8, 450, 0, /* tank shell */ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR },
//{ IC_BOMB, 22, INVALIDCURS, 0, 1, 40, 41, 2, 450, 0, /* fake struct ignite*/ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE },
//{ IC_GRENADE, 23, TOSSCURS, 0, 2, 37, 6, 4, 50, 0, /* creature cocktail*/ 0, 0, ITEM_DAMAGEABLE | ITEM_METAL },
//{ IC_BOMB, 24, INVALIDCURS, 0, 1, 40, 41, 2, 450, 0, /* fake struct xplod*/ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE },
//{ IC_BOMB, 25, INVALIDCURS, 0, 1, 40, 41, 2, 450, 0, /* fake vehicle xplod*/ 0, -4, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_NOT_BUYABLE },
//{ IC_GRENADE, 26, TOSSCURS, 0, 1, 48, 6, 4, 0, 0, /* BIG tear gas grenade*/ 0, -2, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE | ITEM_NOT_BUYABLE },
//{ IC_GRENADE, 27, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* small creature gas */ 0, 0, 0},
//{ IC_GRENADE, 28, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* big creature gas */ 0, 0, 0},
//{ IC_GRENADE, 29, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* very sm creat gas */ 0, 0, 0},
//
////---ARMOUR---
//{ IC_ARMOUR, 0, INVALIDCURS, COND, 1, 66, 20, 0, 300, 2, /* Flak jacket */ 0, +2, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 1, INVALIDCURS, COND, 2, 18, 22, 0, 350, 0, /* Flak jacket w X */ 0, +1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 2, INVALIDCURS, COND, 2, 11, 18, 0, 400, 0, /* Flak jacket w Y */ 0, +3, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 3, INVALIDCURS, COND, 1, 64, 32, 0, 500, 4, /* Kevlar jacket */ 0, 0, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 4, INVALIDCURS, COND, 2, 16, 35, 0, 600, 0, /* Kevlar jack w X */ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 5, INVALIDCURS, COND, 2, 9, 29, 0, 700, 0, /* Kevlar jack w Y */ 0, +1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 6, INVALIDCURS, COND, 1, 65, 32, 0, 1000, 8, /* Spectra jacket */ 0, -2, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 7, INVALIDCURS, COND, 2, 17, 35, 0, 1100, 0, /* Spectra jack w X*/ 0, -3, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 8, INVALIDCURS, COND, 2, 10, 29, 0, 1200, 0, /* Spectra jack w Y*/ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 9, INVALIDCURS, COND, 1, 67, 39, 0, 650, 5, /* Kevlar leggings */ 0, 0, IF_STANDARD_ARMOUR},
//
//{ IC_ARMOUR, 10, INVALIDCURS, COND, 2, 19, 43, 0, 800, 0, /* Kevlar legs w X */ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 11, INVALIDCURS, COND, 2, 12, 35, 0, 950, 0, /* Kevlar legs w Y */ 0, +1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 12, INVALIDCURS, COND, 1, 68, 39, 0, 900, 8, /* Spectra leggings*/ 0, -2, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 13, INVALIDCURS, COND, 2, 20, 43, 0, 1100, 0, /* Spectra legs w X*/ 0, -3, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 14, INVALIDCURS, COND, 2, 13, 35, 0, 1300, 0, /* Spectra legs w Y*/ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 15, INVALIDCURS, COND, 1, 61, 14, 0, 50, 2, /* Steel helmet */ 0, +2, IF_STANDARD_ARMOUR | ITEM_METAL},
//{ IC_ARMOUR, 16, INVALIDCURS, COND, 1, 63, 14, 0, 200, 4, /* Kevlar helmet */ 0, 0, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 17, INVALIDCURS, COND, 2, 15, 15, 0, 250, 0, /* Kevlar helm w X */ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 18, INVALIDCURS, COND, 2, 8, 13, 0, 300, 0, /* Kevlar helm w Y */ 0, +1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 19, INVALIDCURS, COND, 1, 62, 14, 0, 450, 7, /* Spectra helmet */ 0, -2, IF_STANDARD_ARMOUR},
//
//{ IC_ARMOUR, 20, INVALIDCURS, COND, 2, 14, 15, 0, 550, 0, /* Spectra helm w X*/ 0, -3, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 21, INVALIDCURS, COND, 2, 7, 13, 0, 650, 0, /* Spectra helm w Y*/ 0, -1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 22, INVALIDCURS, COND, 1, 81, 12, 2, 250, 5, /* Ceramic plates */ 0, -4, (IF_STANDARD_ARMOUR | ITEM_ATTACHMENT) & (~ITEM_REPAIRABLE) },
//{ IC_ARMOUR, 23, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* Infant crt hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 24, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* Yng male hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 25, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* Old male hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 26, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* Queen cret hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 27, INVALIDCURS, COND, 1, 96, 20, 0, 200, 2, /* Leather jacket */ 0, +4, IF_STANDARD_ARMOUR },
//// NOTE: THE FOLLOWING ITEM'S PRICE VALUE IS IN DIALOGUE AND SHOULD NOT BE CHANGED
//{ IC_ARMOUR, 28, INVALIDCURS, COND, 1, 116, 20, 0, 950, 3, /* L jacket w kev */ 0, +2, IF_STANDARD_ARMOUR },
//{ IC_ARMOUR, 29, INVALIDCURS, COND, 1, 117, 20, 0, 1200, 0, /* L jacket w kev 18*/0, +1, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//
//{ IC_ARMOUR, 30, INVALIDCURS, COND, 1, 118, 20, 0, 1500, 0, /* L jacket w kev c*/ 0, +3, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 31, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* yng fem hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 32, INVALIDCURS, COND, 1, 0, 0, 0, 0, 0, /* old fem hide */ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE | ITEM_NOT_EDITOR | ITEM_DEFAULT_UNDROPPABLE},
//{ IC_ARMOUR, 33, INVALIDCURS, COND, 2, 25, 3, 1, 10, 1, /* t-shirt */ 0, 0, ITEM_DAMAGEABLE | ITEM_SHOW_STATUS | ITEM_UNAERODYNAMIC},
//{ IC_ARMOUR, 33, INVALIDCURS, COND, 2, 34, 3, 1, 10, 1, /* t-shirt D. rules*/ 0, 0, ITEM_DAMAGEABLE | ITEM_SHOW_STATUS | ITEM_UNAERODYNAMIC},
//{ IC_ARMOUR, 34, INVALIDCURS, COND, 1, 137, 32, 0, 700, 6, /* Kevlar2 jacket */ 0, -1, IF_STANDARD_ARMOUR},
//{ IC_ARMOUR, 35, INVALIDCURS, COND, 2, 40, 35, 0, 800, 0, /* Kevlar2 jack w X*/ 0, -2, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_ARMOUR, 36, INVALIDCURS, COND, 2, 41, 29, 0, 900, 0, /* Kevlar2 jack w Y*/ 0, 0, IF_STANDARD_ARMOUR | ITEM_NOT_BUYABLE },
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
////---MISC---
//{ IC_MEDKIT, 0, AIDCURS, USAGE, 1, 73, 5, 4, 100, 1, /* First aid kit */ 0, 0, IF_STANDARD_KIT},
//{ IC_MEDKIT, 0, AIDCURS, USAGE, 1, 86, 18, 0, 300, 1, /* Medical Kit */ 0, 0, IF_STANDARD_KIT | ITEM_METAL},
//{ IC_KIT, 0, REPAIRCURS, COND, 2, 21, 50, 0, 250, 1, /* Tool Kit */ 0, 0, IF_STANDARD_KIT | ITEM_METAL},
//{ IC_KIT, 0, INVALIDCURS, COND, 1, 78, 3, 1, 250, 3, /* Locksmith kit */ 0, -2, IF_STANDARD_KIT | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_KIT, 0, INVALIDCURS, COND, 1, 58, 1, 4, 250, 5, /* Camouflage kit*/ 0, 0, IF_STANDARD_KIT},
//{ IC_MISC, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 52, 5, 4, 300, 4, /* Silencer */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 76, 9, 4, 500, 5, /* Sniper scope */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 69, 5, 2, 50, 3, /* Bipod */ 0, +5, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_FACE, 0, INVALIDCURS, 0, 1, 77, 9, 1, 400, 7, /* Extended ear */ 0, -3, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//
//{ IC_FACE, 0, INVALIDCURS, 0, 1, 74, 9, 1, 800, 7, /* Night goggles */ 0, -1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_FACE, 0, INVALIDCURS, 0, 1, 55, 2, 4, 150, 3, /* Sun goggles */ 0, +3, ITEM_DAMAGEABLE | ITEM_REPAIRABLE },
//{ IC_FACE, 0, INVALIDCURS, 0, 1, 75, 9, 1, 100, 4, /* Gas mask */ 0, +1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE },
//{ IC_KIT, 0, INVALIDCURS, 0, 2, 5, 10, 4, 10, 1, /* Canteen */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 80, 10, 1, 200, 4, /* Metal detector*/ 0, -2, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 6, 1, 4, 900, 7, /* Compound 18 */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 42, 1, 4, 2500, 0, /* Jar/QueenBlood*/ 0, 0, ITEM_DAMAGEABLE | ITEM_NOT_BUYABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 2, 1, 4, 500, 1, /* Jar/Elixir */ 0, 0, ITEM_DAMAGEABLE },
//{ IC_MONEY, 0, INVALIDCURS, 0, 2, 1, 1, 1, 0, 0, /* Money */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, JARCURS, COND, 1, 71, 1, 2, 10, 1, /* Glass jar */ 0, 0, ITEM_DAMAGEABLE},
//
//{ IC_MISC, 0, INVALIDCURS, COND, 1, 72, 5, 2, 50, 1, /* Jar/CreatureBlood*/0, 0, ITEM_DAMAGEABLE | ITEM_NOT_BUYABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 70, 1, 8, 150, 4, /* Adren Booster */ 0, 0, ITEM_DAMAGEABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, COND, 1, 47, 1, 4, 100, 3, /* Detonator */ 0, +1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ATTACHMENT | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, COND, 1, 47, 1, 4, 200, 6, /* Rem Detonator */ 0, -1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ATTACHMENT | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 93, 1, 8, 0, 0, /* Videotape */ 0, 0, ITEM_NOT_BUYABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 94, 1, 8, 0, 0, /* Deed */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 56, 1, 1, 0, 0, /* Letter */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 59, 1, 1, 0, 0, /* Diskette */ 0, 0, ITEM_NOT_BUYABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 124, 0, 1, 3000, 0, /* Chalice */ 0, 0, ITEM_NOT_BUYABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 120, 1, 4, 50, 0, /* Bloodcat claws*/ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 121, 1, 4, 100, 0, /* Bloodcat teeth*/ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 9, 60, 0, 400, 0, /* Bloodcat pelt */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 54, 0, 99, 0, 0, /* Switch */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 47, 0, 99, 0, 0, /* Action item */ 0, 0, ITEM_NOT_BUYABLE },
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 70, 1, 6, 300, 6, /* Regen Booster */ 0, 0, ITEM_DAMAGEABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 70, 0, 99, 0, 0, /* syringe 3 */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 70, 0, 99, 0, 0, /* syringe 4 */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 70, 0, 99, 0, 0, /* syringe 5 */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, COND, 1, 72, 5, 2, 10, 1, /* Jar/Human Blood*/ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 0, 0, 0, 0, 0, /* ownership */ 0, 0, ITEM_NOT_BUYABLE},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 51, 4, 4, 750, 7, /* Laser scope */ 0, -1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT | ITEM_ELECTRONIC },
//{ IC_MISC, 0, REMOTECURS, 0, 1, 54, 9, 4, 400, 6, /* Remote bomb trig*/ 0, -2, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, WIRECUTCURS, 0, 1, 88, 4, 2, 20, 2, /* Wirecutters */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 90, 9, 4, 30, 2, /* Duckbill */ 0, +5, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 106, 20, 1, 30, 1, /* Alcohol */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_FACE, 0, INVALIDCURS, 0, 1, 74, 11, 1, 1500, 9, /* UV goggles */ 0, -1, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, INVALIDCURS, 0, 0, 44, 21, 0, 30, 0, /* discarded LAW*/ 0, 0, IF_TWOHANDED_GUN | ITEM_NOT_BUYABLE },
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 0, 40, 0, 0, 0, /* head - generic */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 1, 40, 0, 0, 0, /* head - Imposter*/ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 2, 40, 0, 0, 0, /* head - T-Rex */ 0, 0, ITEM_DAMAGEABLE},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 3, 40, 0, 0, 0, /* head - Slay */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 4, 40, 0, 0, 0, /* head - Druggist */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 5, 40, 0, 0, 0, /* head - Matron */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 6, 40, 0, 0, 0, /* head - Tiffany */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 100, 12, 1, 20, 1, /* wine */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 101, 4, 4, 10, 1, /* beer */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 99, 0, 2, 20, 3, /* pornos */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 0, 43, 20, 0, 900, 6, /* video camera */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_FACE, 0, INVALIDCURS, 0, 0, 42, 5, 1, 2500, 0, /* robot remote */ 0, -5, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 103, 20, 0, 500, 0, /* creature claws */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 7, 40, 0, 250, 0, /* creature flesh */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 104, 10, 0, 1000, 0, /* creature organ */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_MISC, 0, REMOTECURS, 0, 1, 54, 9, 4, 400, 6, /* Remote trigger*/ 0, -2, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 0, 47, 2, 8, 500, 2, /* gold watch */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 136, 100, 0, 200, 2, /* golf clubs */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL},
//{ IC_FACE, 0, INVALIDCURS, 0, 3, 11, 5, 1, 100, 1, /* walkman */ 0, -4, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 8, 50, 0, 300, 2, /* portable tv */ 0, -3, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ELECTRONIC },
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_MISC, 0, INVALIDCURS, 0, 3, 10, 10, 1, 30, 1, /* cigars */ 0, 0, ITEM_DAMAGEABLE },
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
//{ IC_KEY, 0, INVALIDCURS, 0, 1, 82, 1, 8, 0, 0, /* dull gold key */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 1, INVALIDCURS, 0, 1, 83, 1, 8, 0, 0, /* silver key */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 2, INVALIDCURS, 0, 1, 84, 1, 8, 0, 0, /* diamond-shpd key */0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 3, INVALIDCURS, 0, 1, 87, 1, 8, 0, 0, /* bright gold key */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 4, INVALIDCURS, 0, 1, 91, 1, 8, 0, 0, /* gold key */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 5, INVALIDCURS, 0, 1, 92, 1, 8, 0, 0, /* small gold key */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 6, INVALIDCURS, 0, 1, 108, 1, 8, 0, 0, /* electronic */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL | ITEM_ELECTRONIC },
//{ IC_KEY, 7, INVALIDCURS, 0, 1, 109, 1, 8, 0, 0, /* passcard */ 0, 0, ITEM_NOT_BUYABLE | ITEM_METAL},
//{ IC_KEY, 8, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 9, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 149, 4, 4, 100, 3, /* Flash Suppressor */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_LAUNCHER, 282, TARGETCURS, 0, 0, 68, 79, 0, 1500, 10, /* rpg 7 */ 0, -3, IF_TWOHANDED_GUN },
//{ IC_GRENADE, 30, INVALIDCURS, 0, 1, 150, 21, 0, 1200, 10, /* HE rpg ammo */ 0, 0, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 31, INVALIDCURS, 0, 1, 152, 21, 0, 2000, 10, /* AP rpg ammo */ 0, 0, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_GRENADE, 32, INVALIDCURS, 0, 1, 151, 21, 0, 1000, 10, /* Frag rpg ammo */ 0, 0, ITEM_DAMAGEABLE | ITEM_METAL | ITEM_REPAIRABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 155, 4, 4, 1200, 6, /* Reflex scoped */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 156, 2, 4, 1200, 6, /* Reflex unscoped */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ATTACHMENT},
////{ IC_KEY, 10, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 11, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 12, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 13, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 14, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 15, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
////{ IC_KEY, 16, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 17, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 18, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 19, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//
//{ IC_KEY, 20, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 21, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 22, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 23, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 24, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 25, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 26, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 27, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 28, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 29, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//
//{ IC_KEY, 30, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_KEY, 31, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* key */ 0, 0, ITEM_NOT_EDITOR | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 31, 4, 0, 150, 2, /* silver platter */ 0, 0, ITEM_DAMAGEABLE | ITEM_METAL},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 30, 1, 6, 5, 1, /* duct tape */ 0, 0, ITEM_DAMAGEABLE | ITEM_HIDDEN_ADDON },
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 28, 3, 1, 20, 0, /* aluminum rod */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_METAL | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 32, 1, 8, 0, 0, /* spring */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_METAL | ITEM_UNAERODYNAMIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 33, 4, 1, 25, 0, /* a. rod & spring */ 0, 0, ITEM_NOT_BUYABLE | ITEM_REPAIRABLE | ITEM_DAMAGEABLE | ITEM_METAL | ITEM_INSEPARABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 133, 4, 1, 20, 0, /* steel rod */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_METAL | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 132, 2, 6, 5, 3, /* quick glue */ 0, 0, ITEM_DAMAGEABLE | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 134, 6, 1, 150, 0, /* gun barrel xtndr */0, 0, ITEM_NOT_BUYABLE | ITEM_REPAIRABLE | ITEM_DAMAGEABLE | ITEM_METAL | ITEM_INSEPARABLE},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 35, 1, 8, 0, 0, /* string */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 27, 1, 1, 0, 0, /* tin can */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, TINCANCURS, 0, 2, 36, 2, 4, 0, 0, /* string & tin can */0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 122, 3, 6, 5, 0, /* marbles */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE },
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 127, 6, 1, 200, 6, /* lame boy */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ELECTRONIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 128, 1, 8, 5, 1, /* copper wire */ 0, 0, ITEM_METAL | ITEM_HIDDEN_ADDON },
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 126, 7, 1, 50, 0, /* display unit */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ELECTRONIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 130, 1, 1, 100, 5, /* fumble pak */ 0, 0, ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_ELECTRONIC},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 131, 1, 2, 10, 5, /* xray bulb */ 0, 0, ITEM_DAMAGEABLE | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 29, 1, 8, 1, 1, /* chewing gum */ 0, 0, ITEM_DAMAGEABLE | ITEM_HIDDEN_ADDON},
//
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 129, 3, 1, 100, 0, /* flash device */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC | ITEM_HIDDEN_ADDON},
//{ IC_MISC, 0, INVALIDCURS, 0, 2, 26, 1, 6, 5, 1, /* batteries */ 0, 0, ITEM_DAMAGEABLE},
//{ IC_MISC, 0, INVALIDCURS, 0, 1, 123, 1, 8, 0, 0, /* elastic */ 0, 0, ITEM_NOT_BUYABLE | ITEM_UNAERODYNAMIC},
//{ IC_MISC, 0, REMOTECURS, 0, 1, 125, 10, 1, 2500, 0, /* xray device */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE | ITEM_REPAIRABLE | ITEM_METAL | ITEM_ELECTRONIC},
//{ IC_MONEY, 0, INVALIDCURS, 0, 2, 38, 2, 1, 100, 0, /* silver */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_MONEY, 0, INVALIDCURS, 0, 1, 135, 2, 1, 300, 0, /* gold */ 0, 0, ITEM_NOT_BUYABLE | ITEM_DAMAGEABLE},
//{ IC_KIT, 0, REFUELCURS, 0, 2, 39, 20, 0, 250, 0, /* gas can */ 0, 0, ITEM_DAMAGEABLE},
//
//{ IC_GUN, 328, TARGETCURS, CONDBUL, 0, 50, 22, 0, 900, 8, /* M900 */ +1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 329, TARGETCURS, CONDBUL, 0, 51, 10, 0, 400, 6, /* M950 */ +1, -1, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 330, TARGETCURS, CONDBUL, 0, 52, 22, 0, 900, 7, /* M960A */ +1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 331, TARGETCURS, CONDBUL, 0, 53, 19, 1, 300, 5, /* Micro Uzi */ +1, -1, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 332, TARGETCURS, CONDBUL, 0, 54, 38, 0, 1300, 6, /* Enfield */ 0, +1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 333, TARGETCURS, CONDBUL, 0, 59, 25, 0, 900, 4, /* MP5A2 */ 0, +1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 334, TARGETCURS, CONDBUL, 0, 60, 29, 0, 1000, 4, /* MP5SD */ 0, 0, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 335, TARGETCURS, CONDBUL, 0, 61, 29, 0, 1600, 7, /* MP5N */ +2, 0, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 336, TARGETCURS, CONDBUL, 0, 62, 22, 0, 1300, 6, /* UMP45 */ 0, 0, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 337, TARGETCURS, CONDBUL, 0, 63, 6, 1, 1000, 7, /* FIVE7 */ +1, 0, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 338, TARGETCURS, CONDBUL, 0, 64, 7, 1, 400, 4, /* p7m8 */ +2, +1, IF_STANDARD_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 339, TARGETCURS, CONDBUL, 0, 65, 33, 0, 2500, 9, /* g36k */ +3, 0, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 340, TARGETCURS, CONDBUL, 0, 66, 28, 0, 2400, 9, /* g36c */ +3, 0, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 341, TARGETCURS, CONDBUL, 0, 67, 64, 0, 3000, 10, /* MSG90A1 */ +4, +4, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 342, TARGETCURS, CONDBUL, 0, 69, 32, 0, 1400, 7, /* BENNELLI */ +2, +1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//{ IC_GUN, 343, TARGETCURS, CONDBUL, 0, 70, 34, 0, 2200, 8, /* AK103 */ -1, -1, IF_TWOHANDED_GUN | ITEM_BIGGUNLIST },
//
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
////{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//{ IC_NONE, 0, INVALIDCURS, 0, 0, 0, 0, 0, 0, 0, /* nothing! */ 0, 0, 0},
//
//};
// NB hack: if an item appears in this array with an item class of IC_MISC,
// it is a slot used for noting the skill check required for a merge or multi-item attachment
AttachmentInfoStruct AttachmentInfo[MAXITEMS+1];// =
//{
// { SILENCER, IC_GUN, NO_CHECK, 0 },
// { SNIPERSCOPE, IC_GUN, NO_CHECK, 0 },
// { LASERSCOPE, IC_GUN, NO_CHECK, 0 },
// { BIPOD, IC_GUN, NO_CHECK, 0 },
// { UNDER_GLAUNCHER, IC_GUN, NO_CHECK, 0 },
// { DUCKBILL, IC_GUN, NO_CHECK, 0 },
// { SPRING_AND_BOLT_UPGRADE, IC_GUN, ATTACHING_SPECIAL_ITEM_CHECK, 0 },
// { GUN_BARREL_EXTENDER, IC_GUN, ATTACHING_SPECIAL_ITEM_CHECK, 0 },
// { DETONATOR, IC_BOMB, ATTACHING_DETONATOR_CHECK, 0 },
// { REMDETONATOR, IC_BOMB, ATTACHING_REMOTE_DETONATOR_CHECK, -10 },
// { REMDETONATOR, IC_BOMB, ATTACHING_REMOTE_DETONATOR_CHECK, -10 },
// { XRAY_BULB, IC_NONE, ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, -15 },
// { COPPER_WIRE, IC_NONE, ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, +20 },
// { CERAMIC_PLATES, IC_ARMOUR, NO_CHECK, 0 },
// { FLASH_SUPPRESSOR, IC_GUN, NO_CHECK, 0 },
// { REFLEX_SCOPED, IC_GUN, NO_CHECK, 0 },
// { REFLEX_UNSCOPED, IC_GUN, NO_CHECK, 0 },
// { 0, 0 }
//};
UINT16 Attachment[MAXATTACHMENTS][2];// =
//{
// {SILENCER, GLOCK_17},
// {SILENCER, GLOCK_18},
// {SILENCER, BERETTA_92F},
// {SILENCER, BERETTA_93R},
// {SILENCER, SW38},
// {SILENCER, BARRACUDA},
// {SILENCER, DESERTEAGLE},
// {SILENCER, M1911},
// {SILENCER, MP5K},
// {SILENCER, MAC10},
// {SILENCER, THOMPSON},
// {SILENCER, P90},
// {SILENCER, M960},
// {SILENCER, MICRO_UZI},
// {SILENCER, M950},
// {SILENCER, MP5},
// {SILENCER, MP5N},
// {SILENCER, FIVE7},
// {SILENCER, P7M8},
// {SILENCER, MSG90A1},
//
// {SNIPERSCOPE, COMMANDO},
// {SNIPERSCOPE, SKS},
// {SNIPERSCOPE, DRAGUNOV},
// {SNIPERSCOPE, M24},
// {SNIPERSCOPE, AUG},
// {SNIPERSCOPE, G41},
// {SNIPERSCOPE, MINI14},
// {SNIPERSCOPE, C7},
// {SNIPERSCOPE, FAMAS},
// {SNIPERSCOPE, AK74},
// {SNIPERSCOPE, AKM},
// {SNIPERSCOPE, M14},
// {SNIPERSCOPE, FNFAL},
// {SNIPERSCOPE, G3A3},
// {SNIPERSCOPE, G11},
// {SNIPERSCOPE, M900},
// {SNIPERSCOPE, BARRETT},
// {SNIPERSCOPE, PSG},
// {SNIPERSCOPE, VAL_SILENT},
// {SNIPERSCOPE, TAR21},
// {SNIPERSCOPE, ENFIELD},
// {SNIPERSCOPE, G36K},
// {SNIPERSCOPE, G36C},
// {SNIPERSCOPE, MSG90A1},
// {SNIPERSCOPE, AK103},
//
// {LASERSCOPE, GLOCK_17},
// {LASERSCOPE, GLOCK_18},
// {LASERSCOPE, BERETTA_92F},
// {LASERSCOPE, BERETTA_93R},
// {LASERSCOPE, SW38},
// {LASERSCOPE, BARRACUDA},
// {LASERSCOPE, DESERTEAGLE},
// {LASERSCOPE, M1911},
// {LASERSCOPE, MP5K},
// {LASERSCOPE, MAC10},
// {LASERSCOPE, THOMPSON},
// {LASERSCOPE, COMMANDO},
// {LASERSCOPE, MP53},
// {LASERSCOPE, AKSU74},
// {LASERSCOPE, P90},
// {LASERSCOPE, TYPE85},
// {LASERSCOPE, SKS},
// {LASERSCOPE, DRAGUNOV},
// {LASERSCOPE, M24},
// {LASERSCOPE, AUG},
// {LASERSCOPE, G41},
// {LASERSCOPE, MINI14},
// {LASERSCOPE, C7},
// {LASERSCOPE, FAMAS},
// {LASERSCOPE, AK74},
// {LASERSCOPE, AKM},
// {LASERSCOPE, M14},
// {LASERSCOPE, FNFAL},
// {LASERSCOPE, G3A3},
// {LASERSCOPE, G11},
// {LASERSCOPE, M870},
// {LASERSCOPE, SPAS15},
// {LASERSCOPE, CAWS},
// {LASERSCOPE, MINIMI},
// {LASERSCOPE, RPK74},
// {LASERSCOPE, HK21E},
// {LASERSCOPE, AUTOMAG_III},
// {LASERSCOPE, MICRO_UZI},
// {LASERSCOPE, M900},
// {LASERSCOPE, M950},
// {LASERSCOPE, M960},
// {LASERSCOPE, BARRETT},
// {LASERSCOPE, PSG},
// {LASERSCOPE, VAL_SILENT},
// {LASERSCOPE, TAR21},
// {LASERSCOPE, ENFIELD},
// {LASERSCOPE, MP5},
// {LASERSCOPE, MP5N},
// {LASERSCOPE, UMP45},
// {LASERSCOPE, MP5SD},
// {LASERSCOPE, FIVE7},
// {LASERSCOPE, P7M8},
// {LASERSCOPE, G36K},
// {LASERSCOPE, G36C},
// {LASERSCOPE, MSG90A1},
// {LASERSCOPE, BENNELLI},
// {LASERSCOPE, AK103},
//
// {BIPOD, SKS},
// {BIPOD, DRAGUNOV},
// {BIPOD, M24},
// {BIPOD, AUG},
// {BIPOD, G41},
// {BIPOD, MINI14},
// {BIPOD, C7},
// {BIPOD, FAMAS},
// {BIPOD, AK74},
// {BIPOD, AKM},
// {BIPOD, M14},
// {BIPOD, FNFAL},
// {BIPOD, G3A3},
// {BIPOD, G11},
// {BIPOD, CAWS},
// {BIPOD, MINIMI},
// {BIPOD, RPK74},
// {BIPOD, HK21E},
// {BIPOD, M900},
// {BIPOD, BARRETT},
// {BIPOD, PSG},
// {BIPOD, VAL_SILENT},
// {BIPOD, TAR21},
// {BIPOD, ENFIELD},
// {BIPOD, MSG90A1},
// {BIPOD, AK103},
//
// {DUCKBILL, M870},
// {DUCKBILL, SPAS15},
// {DUCKBILL, CAWS},
// {DUCKBILL, BENNELLI},
//
// {UNDER_GLAUNCHER, COMMANDO},
// {UNDER_GLAUNCHER, AKSU74},
// {UNDER_GLAUNCHER, AUG},
// {UNDER_GLAUNCHER, G41},
// {UNDER_GLAUNCHER, MINI14},
// {UNDER_GLAUNCHER, C7},
// {UNDER_GLAUNCHER, FAMAS},
// {UNDER_GLAUNCHER, AK74},
// {UNDER_GLAUNCHER, AKM},
// {UNDER_GLAUNCHER, M14},
// {UNDER_GLAUNCHER, FNFAL},
// {UNDER_GLAUNCHER, G3A3},
// {UNDER_GLAUNCHER, TAR21},
// {UNDER_GLAUNCHER, ENFIELD},
// {UNDER_GLAUNCHER, M900},
// {UNDER_GLAUNCHER, G11},
// {UNDER_GLAUNCHER, SKS},
// {UNDER_GLAUNCHER, G36K},
// {UNDER_GLAUNCHER, G36C},
// {UNDER_GLAUNCHER, AK103},
//
// {SPRING_AND_BOLT_UPGRADE, GLOCK_17},
// {SPRING_AND_BOLT_UPGRADE, GLOCK_18},
// {SPRING_AND_BOLT_UPGRADE, BERETTA_92F},
// {SPRING_AND_BOLT_UPGRADE, BERETTA_93R},
// {SPRING_AND_BOLT_UPGRADE, SW38},
// {SPRING_AND_BOLT_UPGRADE, BARRACUDA},
// {SPRING_AND_BOLT_UPGRADE, DESERTEAGLE},
// {SPRING_AND_BOLT_UPGRADE, M1911},
// {SPRING_AND_BOLT_UPGRADE, MP5K},
// {SPRING_AND_BOLT_UPGRADE, MAC10},
// {SPRING_AND_BOLT_UPGRADE, THOMPSON},
// {SPRING_AND_BOLT_UPGRADE, COMMANDO},
// {SPRING_AND_BOLT_UPGRADE, MP53},
// {SPRING_AND_BOLT_UPGRADE, AKSU74},
// {SPRING_AND_BOLT_UPGRADE, P90},
// {SPRING_AND_BOLT_UPGRADE, TYPE85},
// {SPRING_AND_BOLT_UPGRADE, SKS},
// {SPRING_AND_BOLT_UPGRADE, DRAGUNOV},
// {SPRING_AND_BOLT_UPGRADE, M24},
// {SPRING_AND_BOLT_UPGRADE, AUG},
// {SPRING_AND_BOLT_UPGRADE, G41},
// {SPRING_AND_BOLT_UPGRADE, MINI14},
// {SPRING_AND_BOLT_UPGRADE, C7},
// {SPRING_AND_BOLT_UPGRADE, FAMAS},
// {SPRING_AND_BOLT_UPGRADE, AK74},
// {SPRING_AND_BOLT_UPGRADE, AKM},
// {SPRING_AND_BOLT_UPGRADE, M14},
// {SPRING_AND_BOLT_UPGRADE, FNFAL},
// {SPRING_AND_BOLT_UPGRADE, G3A3},
// {SPRING_AND_BOLT_UPGRADE, G11},
// {SPRING_AND_BOLT_UPGRADE, M870},
// {SPRING_AND_BOLT_UPGRADE, SPAS15},
// {SPRING_AND_BOLT_UPGRADE, CAWS},
// {SPRING_AND_BOLT_UPGRADE, MINIMI},
// {SPRING_AND_BOLT_UPGRADE, RPK74},
// {SPRING_AND_BOLT_UPGRADE, HK21E},
// {SPRING_AND_BOLT_UPGRADE, AUTOMAG_III},
// {SPRING_AND_BOLT_UPGRADE, MICRO_UZI},
// {SPRING_AND_BOLT_UPGRADE, M900},
// {SPRING_AND_BOLT_UPGRADE, M950},
// {SPRING_AND_BOLT_UPGRADE, M960},
// {SPRING_AND_BOLT_UPGRADE, BARRETT},
// {SPRING_AND_BOLT_UPGRADE, PSG},
// {SPRING_AND_BOLT_UPGRADE, VAL_SILENT},
// {SPRING_AND_BOLT_UPGRADE, TAR21},
// {SPRING_AND_BOLT_UPGRADE, ENFIELD},
// {SPRING_AND_BOLT_UPGRADE, MP5},
// {SPRING_AND_BOLT_UPGRADE, MP5N},
// {SPRING_AND_BOLT_UPGRADE, UMP45},
// {SPRING_AND_BOLT_UPGRADE, MP5SD},
// {SPRING_AND_BOLT_UPGRADE, FIVE7},
// {SPRING_AND_BOLT_UPGRADE, P7M8},
// {SPRING_AND_BOLT_UPGRADE, G36K},
// {SPRING_AND_BOLT_UPGRADE, G36C},
// {SPRING_AND_BOLT_UPGRADE, MSG90A1},
// {SPRING_AND_BOLT_UPGRADE, BENNELLI},
// {SPRING_AND_BOLT_UPGRADE, AK103},
//
// {GUN_BARREL_EXTENDER, GLOCK_17},
// {GUN_BARREL_EXTENDER, GLOCK_18},
// {GUN_BARREL_EXTENDER, BERETTA_92F},
// {GUN_BARREL_EXTENDER, BERETTA_93R},
// {GUN_BARREL_EXTENDER, SW38},
// {GUN_BARREL_EXTENDER, BARRACUDA},
// {GUN_BARREL_EXTENDER, DESERTEAGLE},
// {GUN_BARREL_EXTENDER, M1911},
// {GUN_BARREL_EXTENDER, MP5K},
// {GUN_BARREL_EXTENDER, MAC10},
// {GUN_BARREL_EXTENDER, THOMPSON},
// {GUN_BARREL_EXTENDER, COMMANDO},
// {GUN_BARREL_EXTENDER, MP53},
// {GUN_BARREL_EXTENDER, AKSU74},
// {GUN_BARREL_EXTENDER, P90},
// {GUN_BARREL_EXTENDER, TYPE85},
// {GUN_BARREL_EXTENDER, SKS},
// {GUN_BARREL_EXTENDER, DRAGUNOV},
// {GUN_BARREL_EXTENDER, M24},
// {GUN_BARREL_EXTENDER, AUG},
// {GUN_BARREL_EXTENDER, G41},
// {GUN_BARREL_EXTENDER, MINI14},
// {GUN_BARREL_EXTENDER, C7},
// {GUN_BARREL_EXTENDER, FAMAS},
// {GUN_BARREL_EXTENDER, AK74},
// {GUN_BARREL_EXTENDER, AKM},
// {GUN_BARREL_EXTENDER, M14},
// {GUN_BARREL_EXTENDER, FNFAL},
// {GUN_BARREL_EXTENDER, G3A3},
// {GUN_BARREL_EXTENDER, G11},
// {GUN_BARREL_EXTENDER, M870},
// {GUN_BARREL_EXTENDER, SPAS15},
// {GUN_BARREL_EXTENDER, CAWS},
// {GUN_BARREL_EXTENDER, MINIMI},
// {GUN_BARREL_EXTENDER, RPK74},
// {GUN_BARREL_EXTENDER, HK21E},
// {GUN_BARREL_EXTENDER, AUTOMAG_III},
// {GUN_BARREL_EXTENDER, MICRO_UZI},
// {GUN_BARREL_EXTENDER, M900},
// {GUN_BARREL_EXTENDER, M950},
// {GUN_BARREL_EXTENDER, M960},
// {GUN_BARREL_EXTENDER, BARRETT},
// {GUN_BARREL_EXTENDER, PSG},
// {GUN_BARREL_EXTENDER, VAL_SILENT},
// {GUN_BARREL_EXTENDER, TAR21},
// {GUN_BARREL_EXTENDER, ENFIELD},
// {GUN_BARREL_EXTENDER, MP5},
// {GUN_BARREL_EXTENDER, MP5N},
// {GUN_BARREL_EXTENDER, UMP45},
// {GUN_BARREL_EXTENDER, MP5SD},
// {GUN_BARREL_EXTENDER, FIVE7},
// {GUN_BARREL_EXTENDER, P7M8},
// {GUN_BARREL_EXTENDER, G36K},
// {GUN_BARREL_EXTENDER, G36C},
// {GUN_BARREL_EXTENDER, MSG90A1},
// {GUN_BARREL_EXTENDER, BENNELLI},
// {GUN_BARREL_EXTENDER, AK103},
//
// {FLASH_SUPPRESSOR, MP5K},
// {FLASH_SUPPRESSOR, MAC10},
// {FLASH_SUPPRESSOR, THOMPSON},
// {FLASH_SUPPRESSOR, COMMANDO},
// {FLASH_SUPPRESSOR, MP53},
// {FLASH_SUPPRESSOR, AKSU74},
// {FLASH_SUPPRESSOR, P90},
// {FLASH_SUPPRESSOR, TYPE85},
// {FLASH_SUPPRESSOR, SKS},
// {FLASH_SUPPRESSOR, DRAGUNOV},
// {FLASH_SUPPRESSOR, M24},
// {FLASH_SUPPRESSOR, AUG},
// {FLASH_SUPPRESSOR, G41},
// {FLASH_SUPPRESSOR, MINI14},
// {FLASH_SUPPRESSOR, C7},
// {FLASH_SUPPRESSOR, FAMAS},
// {FLASH_SUPPRESSOR, AK74},
// {FLASH_SUPPRESSOR, AKM},
// {FLASH_SUPPRESSOR, M14},
// {FLASH_SUPPRESSOR, FNFAL},
// {FLASH_SUPPRESSOR, G3A3},
// {FLASH_SUPPRESSOR, G11},
// {FLASH_SUPPRESSOR, MINIMI},
// {FLASH_SUPPRESSOR, RPK74},
// {FLASH_SUPPRESSOR, HK21E},
// {FLASH_SUPPRESSOR, MICRO_UZI},
// {FLASH_SUPPRESSOR, M900},
// {FLASH_SUPPRESSOR, M950},
// {FLASH_SUPPRESSOR, M960},
// {FLASH_SUPPRESSOR, BARRETT},
// {FLASH_SUPPRESSOR, PSG},
// {FLASH_SUPPRESSOR, VAL_SILENT},
// {FLASH_SUPPRESSOR, TAR21},
// {FLASH_SUPPRESSOR, ENFIELD},
// {FLASH_SUPPRESSOR, MP5},
// {FLASH_SUPPRESSOR, MP5N},
// {FLASH_SUPPRESSOR, UMP45},
// {FLASH_SUPPRESSOR, MP5SD},
// {FLASH_SUPPRESSOR, G36K},
// {FLASH_SUPPRESSOR, G36C},
// {FLASH_SUPPRESSOR, MSG90A1},
// {FLASH_SUPPRESSOR, AK103},
//
// {REFLEX_SCOPED, GLOCK_17},
// {REFLEX_SCOPED, GLOCK_18},
// {REFLEX_SCOPED, BERETTA_92F},
// {REFLEX_SCOPED, BERETTA_93R},
// {REFLEX_SCOPED, SW38},
// {REFLEX_SCOPED, BARRACUDA},
// {REFLEX_SCOPED, DESERTEAGLE},
// {REFLEX_SCOPED, M1911},
// {REFLEX_SCOPED, MP5K},
// {REFLEX_SCOPED, MAC10},
// {REFLEX_SCOPED, THOMPSON},
// {REFLEX_SCOPED, COMMANDO},
// {REFLEX_SCOPED, MP53},
// {REFLEX_SCOPED, AKSU74},
// {REFLEX_SCOPED, P90},
// {REFLEX_SCOPED, TYPE85},
// {REFLEX_SCOPED, SKS},
// {REFLEX_SCOPED, AUG},
// {REFLEX_SCOPED, G41},
// {REFLEX_SCOPED, MINI14},
// {REFLEX_SCOPED, C7},
// {REFLEX_SCOPED, FAMAS},
// {REFLEX_SCOPED, AK74},
// {REFLEX_SCOPED, AKM},
// {REFLEX_SCOPED, M14},
// {REFLEX_SCOPED, FNFAL},
// {REFLEX_SCOPED, G3A3},
// {REFLEX_SCOPED, G11},
// {REFLEX_SCOPED, M870},
// {REFLEX_SCOPED, SPAS15},
// {REFLEX_SCOPED, CAWS},
// {REFLEX_SCOPED, MINIMI},
// {REFLEX_SCOPED, RPK74},
// {REFLEX_SCOPED, HK21E},
// {REFLEX_SCOPED, AUTOMAG_III},
// {REFLEX_SCOPED, MICRO_UZI},
// {REFLEX_SCOPED, M900},
// {REFLEX_SCOPED, M950},
// {REFLEX_SCOPED, M960},
// {REFLEX_SCOPED, TAR21},
// {REFLEX_SCOPED, ENFIELD},
// {REFLEX_SCOPED, MP5},
// {REFLEX_SCOPED, MP5N},
// {REFLEX_SCOPED, UMP45},
// {REFLEX_SCOPED, MP5SD},
// {REFLEX_SCOPED, FIVE7},
// {REFLEX_SCOPED, P7M8},
// {REFLEX_SCOPED, G36K},
// {REFLEX_SCOPED, G36C},
// {REFLEX_SCOPED, BENNELLI},
// {REFLEX_SCOPED, AK103},
//
// {REFLEX_UNSCOPED, GLOCK_17},
// {REFLEX_UNSCOPED, GLOCK_18},
// {REFLEX_UNSCOPED, BERETTA_92F},
// {REFLEX_UNSCOPED, BERETTA_93R},
// {REFLEX_UNSCOPED, SW38},
// {REFLEX_UNSCOPED, BARRACUDA},
// {REFLEX_UNSCOPED, DESERTEAGLE},
// {REFLEX_UNSCOPED, M1911},
// {REFLEX_UNSCOPED, MP5K},
// {REFLEX_UNSCOPED, MAC10},
// {REFLEX_UNSCOPED, THOMPSON},
// {REFLEX_UNSCOPED, COMMANDO},
// {REFLEX_UNSCOPED, MP53},
// {REFLEX_UNSCOPED, AKSU74},
// {REFLEX_UNSCOPED, P90},
// {REFLEX_UNSCOPED, TYPE85},
// {REFLEX_UNSCOPED, SKS},
// {REFLEX_UNSCOPED, DRAGUNOV},
// {REFLEX_UNSCOPED, M24},
// {REFLEX_UNSCOPED, AUG},
// {REFLEX_UNSCOPED, G41},
// {REFLEX_UNSCOPED, MINI14},
// {REFLEX_UNSCOPED, C7},
// {REFLEX_UNSCOPED, FAMAS},
// {REFLEX_UNSCOPED, AK74},
// {REFLEX_UNSCOPED, AKM},
// {REFLEX_UNSCOPED, M14},
// {REFLEX_UNSCOPED, FNFAL},
// {REFLEX_UNSCOPED, G3A3},
// {REFLEX_UNSCOPED, G11},
// {REFLEX_UNSCOPED, M870},
// {REFLEX_UNSCOPED, SPAS15},
// {REFLEX_UNSCOPED, CAWS},
// {REFLEX_UNSCOPED, MINIMI},
// {REFLEX_UNSCOPED, RPK74},
// {REFLEX_UNSCOPED, HK21E},
// {REFLEX_UNSCOPED, AUTOMAG_III},
// {REFLEX_UNSCOPED, MICRO_UZI},
// {REFLEX_UNSCOPED, M900},
// {REFLEX_UNSCOPED, M950},
// {REFLEX_UNSCOPED, M960},
// {REFLEX_UNSCOPED, BARRETT},
// {REFLEX_UNSCOPED, PSG},
// {REFLEX_UNSCOPED, VAL_SILENT},
// {REFLEX_UNSCOPED, TAR21},
// {REFLEX_UNSCOPED, ENFIELD},
// {REFLEX_UNSCOPED, MP5},
// {REFLEX_UNSCOPED, MP5N},
// {REFLEX_UNSCOPED, UMP45},
// {REFLEX_UNSCOPED, MP5SD},
// {REFLEX_UNSCOPED, FIVE7},
// {REFLEX_UNSCOPED, P7M8},
// {REFLEX_UNSCOPED, G36K},
// {REFLEX_UNSCOPED, G36C},
// {REFLEX_UNSCOPED, MSG90A1},
// {REFLEX_UNSCOPED, BENNELLI},
// {REFLEX_UNSCOPED, AK103},
//
// {DETONATOR, TNT},
// {DETONATOR, HMX},
// {DETONATOR, C1},
// {DETONATOR, C4},
//
// {REMDETONATOR, TNT},
// {REMDETONATOR, HMX},
// {REMDETONATOR, C1},
// {REMDETONATOR, C4},
//
// {CERAMIC_PLATES, FLAK_JACKET},
// {CERAMIC_PLATES, FLAK_JACKET_18},
// {CERAMIC_PLATES, FLAK_JACKET_Y},
// {CERAMIC_PLATES, KEVLAR_VEST},
// {CERAMIC_PLATES, KEVLAR_VEST_18},
// {CERAMIC_PLATES, KEVLAR_VEST_Y},
// {CERAMIC_PLATES, SPECTRA_VEST},
// {CERAMIC_PLATES, SPECTRA_VEST_18},
// {CERAMIC_PLATES, SPECTRA_VEST_Y},
// {CERAMIC_PLATES, KEVLAR2_VEST},
// {CERAMIC_PLATES, KEVLAR2_VEST_18},
// {CERAMIC_PLATES, KEVLAR2_VEST_Y},
//
// {SPRING, ALUMINUM_ROD},
// {QUICK_GLUE, STEEL_ROD},
// {DUCT_TAPE, STEEL_ROD},
// {XRAY_BULB, FUMBLE_PAK},
// {CHEWING_GUM, FUMBLE_PAK},
// {BATTERIES, XRAY_DEVICE},
// {COPPER_WIRE, LAME_BOY},
// {COPPER_WIRE, GOLDWATCH},
// {0, 0}
//};
UINT16 Launchable[MAXITEMS+1][2];// =
//{
// {GL_HE_GRENADE, GLAUNCHER},
// {GL_HE_GRENADE, UNDER_GLAUNCHER},
// {GL_TEARGAS_GRENADE, GLAUNCHER},
// {GL_TEARGAS_GRENADE, UNDER_GLAUNCHER},
// {GL_STUN_GRENADE, GLAUNCHER},
// {GL_STUN_GRENADE, UNDER_GLAUNCHER},
// {GL_SMOKE_GRENADE, GLAUNCHER},
// {GL_SMOKE_GRENADE, UNDER_GLAUNCHER},
// {MORTAR_SHELL, MORTAR},
// {TANK_SHELL, TANK_CANNON},
// {RPG_HE_ROCKET, RPG7},
// {RPG_AP_ROCKET, RPG7},
// {RPG_FRAG_ROCKET, RPG7},
// {0, 0}
//};
UINT16 CompatibleFaceItems[MAXITEMS+1][2];// =
//{
// {EXTENDEDEAR, NIGHTGOGGLES},
// {EXTENDEDEAR, UVGOGGLES},
// {EXTENDEDEAR, SUNGOGGLES},
// {EXTENDEDEAR, GASMASK},
// {EXTENDEDEAR, NOTHING},
// {WALKMAN, NIGHTGOGGLES},
// {WALKMAN, UVGOGGLES},
// {WALKMAN, SUNGOGGLES},
// {WALKMAN, GASMASK},
// {WALKMAN, NOTHING},
//
// {NIGHTGOGGLES, EXTENDEDEAR},
// {NIGHTGOGGLES, WALKMAN},
// {NIGHTGOGGLES, ROBOT_REMOTE_CONTROL},
// {NIGHTGOGGLES, GASMASK},
// {NIGHTGOGGLES, NOTHING},
// {SUNGOGGLES, EXTENDEDEAR},
// {SUNGOGGLES, WALKMAN},
// {SUNGOGGLES, GASMASK},
// {SUNGOGGLES, ROBOT_REMOTE_CONTROL},
// {SUNGOGGLES, NOTHING},
// {UVGOGGLES, EXTENDEDEAR},
// {UVGOGGLES, WALKMAN},
// {UVGOGGLES, GASMASK},
// {UVGOGGLES, ROBOT_REMOTE_CONTROL},
// {UVGOGGLES, NOTHING},
// {GASMASK, EXTENDEDEAR},
// {GASMASK, WALKMAN},
// {GASMASK, NIGHTGOGGLES},
// {GASMASK, UVGOGGLES},
// {GASMASK, SUNGOGGLES},
// {GASMASK, ROBOT_REMOTE_CONTROL},
// {GASMASK, NOTHING},
//
// {ROBOT_REMOTE_CONTROL, NIGHTGOGGLES},
// {ROBOT_REMOTE_CONTROL, UVGOGGLES},
// {ROBOT_REMOTE_CONTROL, SUNGOGGLES},
// {ROBOT_REMOTE_CONTROL, GASMASK},
// {ROBOT_REMOTE_CONTROL, NOTHING},
// {0, 0},
//};
UINT16 Merge[MAXITEMS+1][4];// =
//{ // first item second item resulting item, merge type
// {FIRSTAIDKIT, FIRSTAIDKIT, FIRSTAIDKIT, COMBINE_POINTS},
// {MEDICKIT, MEDICKIT, MEDICKIT, COMBINE_POINTS},
// {CANTEEN, CANTEEN, CANTEEN, COMBINE_POINTS},// Madd Combine canteens
// {LOCKSMITHKIT, LOCKSMITHKIT, LOCKSMITHKIT, COMBINE_POINTS},
// {TOOLKIT, TOOLKIT, TOOLKIT, COMBINE_POINTS},
// {GAS_CAN, GAS_CAN, GAS_CAN, COMBINE_POINTS},
// {CAMOUFLAGEKIT, CAMOUFLAGEKIT, CAMOUFLAGEKIT, COMBINE_POINTS},
// {BEER, BEER, BEER, COMBINE_POINTS},
// {WINE, WINE, WINE, COMBINE_POINTS},
// {ALCOHOL, ALCOHOL, ALCOHOL, COMBINE_POINTS},
//
// {COMPOUND18, FLAK_JACKET, FLAK_JACKET_18, TREAT_ARMOUR},
// {COMPOUND18, KEVLAR_VEST, KEVLAR_VEST_18, TREAT_ARMOUR},
// {COMPOUND18, KEVLAR2_VEST, KEVLAR2_VEST_18, TREAT_ARMOUR},
// {COMPOUND18, SPECTRA_VEST, SPECTRA_VEST_18, TREAT_ARMOUR},
// {COMPOUND18, LEATHER_JACKET_W_KEVLAR, LEATHER_JACKET_W_KEVLAR_18, TREAT_ARMOUR},
// {COMPOUND18, KEVLAR_LEGGINGS, KEVLAR_LEGGINGS_18, TREAT_ARMOUR},
// {COMPOUND18, SPECTRA_LEGGINGS, SPECTRA_LEGGINGS_18, TREAT_ARMOUR},
// {COMPOUND18, KEVLAR_HELMET, KEVLAR_HELMET_18, TREAT_ARMOUR},
// {COMPOUND18, SPECTRA_HELMET, SPECTRA_HELMET_18, TREAT_ARMOUR},
// {COMPOUND18, FLAK_JACKET_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, KEVLAR_VEST_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, SPECTRA_VEST_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, LEATHER_JACKET_W_KEVLAR_Y,NOTHING, DESTRUCTION},
// {COMPOUND18, KEVLAR_LEGGINGS_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, SPECTRA_LEGGINGS_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, KEVLAR_HELMET_Y, NOTHING, DESTRUCTION},
// {COMPOUND18, SPECTRA_HELMET_Y, NOTHING, DESTRUCTION},
//
// {JAR_QUEEN_CREATURE_BLOOD, FLAK_JACKET, FLAK_JACKET_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_VEST, KEVLAR_VEST_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_VEST, SPECTRA_VEST_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, LEATHER_JACKET_W_KEVLAR, LEATHER_JACKET_W_KEVLAR_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR2_VEST, KEVLAR2_VEST_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_LEGGINGS, KEVLAR_LEGGINGS_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_LEGGINGS, SPECTRA_LEGGINGS_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_HELMET, KEVLAR_HELMET_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_HELMET, SPECTRA_HELMET_Y, TREAT_ARMOUR},
// {JAR_QUEEN_CREATURE_BLOOD, FLAK_JACKET_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_VEST_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR2_VEST_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_VEST_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, LEATHER_JACKET_W_KEVLAR_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_LEGGINGS_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_LEGGINGS_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, KEVLAR_HELMET_18, NOTHING, DESTRUCTION},
// {JAR_QUEEN_CREATURE_BLOOD, SPECTRA_HELMET_18, NOTHING, DESTRUCTION},
//
// {RDX, TNT, HMX, EXPLOSIVE},
// {RDX, C1, C4, EXPLOSIVE},
// {TNT, RDX, HMX, EXPLOSIVE},
// {C1, RDX, C4, EXPLOSIVE},
//
// {STRING, TIN_CAN, STRING_TIED_TO_TIN_CAN, EASY_MERGE},
// {TIN_CAN, STRING, STRING_TIED_TO_TIN_CAN, EASY_MERGE},
//
// {FLASH_DEVICE, DISPLAY_UNIT, XRAY_DEVICE, ELECTRONIC_MERGE},
// {DISPLAY_UNIT, FLASH_DEVICE, XRAY_DEVICE, ELECTRONIC_MERGE},
//
// {0, 0, 0, 0}
//};
ComboMergeInfoStruct AttachmentComboMerge[MAXITEMS+1];// =
//{
// // base item attach 1 attach 2 result
// {ALUMINUM_ROD, {SPRING, NOTHING}, SPRING_AND_BOLT_UPGRADE },
// {STEEL_ROD, {QUICK_GLUE, DUCT_TAPE}, GUN_BARREL_EXTENDER },
// {FUMBLE_PAK, {XRAY_BULB, CHEWING_GUM}, FLASH_DEVICE },
// {LAME_BOY, {COPPER_WIRE, NOTHING}, DISPLAY_UNIT },
// {GOLDWATCH, {COPPER_WIRE, NOTHING}, DETONATOR},
// {NOTHING, {NOTHING, NOTHING}, NOTHING },
//};
UINT16 IncompatibleAttachments[MAXATTACHMENTS][2];// =
//{
// {BIPOD,UNDER_GLAUNCHER},
// {UNDER_GLAUNCHER,BIPOD},
// {DETONATOR,REMDETONATOR},
// {REMDETONATOR,DETONATOR},
// {SNIPERSCOPE,REFLEX_SCOPED},
// {REFLEX_SCOPED,SNIPERSCOPE},
// {REFLEX_SCOPED,REFLEX_UNSCOPED},
// {REFLEX_UNSCOPED,REFLEX_SCOPED},
// {SILENCER,FLASH_SUPPRESSOR},
// {FLASH_SUPPRESSOR,SILENCER},
// {LASERSCOPE,REFLEX_UNSCOPED},
// {REFLEX_UNSCOPED,LASERSCOPE},
//};
UINT16 ReplacementGuns[][2] =
{
{ BARRACUDA, DESERTEAGLE },
{ M1911, GLOCK_17 },
{ GLOCK_18, BERETTA_93R },
{ BERETTA_92F, GLOCK_17 },
{ TYPE85, BERETTA_93R },
{ THOMPSON, MP5K },
{ MP53, MP5K },
{ SPAS15, M870 },
{ AKSU74, MAC10 },
{ SKS, MINI14 },
{ AKM, G41 },
{ G3A3, G41 },
{ AK74, G41 },
{ DRAGUNOV, M24 },
{ FAMAS, M14 },
{ AUG, C7 },
{ RPK74, MINIMI },
{ HK21E, MINIMI },
{ 0, 0 }
};
UINT16 ReplacementAmmo[][2] =
{
{ CLIP545_30_AP, CLIP556_30_AP },
{ CLIP545_30_HP, CLIP556_30_HP },
{ CLIP762W_10_AP, CLIP762N_5_AP },
{ CLIP762W_30_AP, CLIP762N_20_AP },
{ CLIP762W_10_HP, CLIP762N_5_HP },
{ CLIP762W_30_HP, CLIP762N_20_HP },
{ 0, 0 }
};
BOOLEAN ItemIsLegal( UINT16 usItemIndex )
{
//if the user has selected the reduced gun list
if ( Item[usItemIndex].ubCoolness == 0 )
return FALSE;
if( !gGameOptions.fGunNut )
{
//if the item is a gun, or ammo
//if( (Item[ usItemIndex ].usItemClass == IC_GUN) || (Item[ usItemIndex ].usItemClass == IC_AMMO )) //Madd: restriction removed
{
// and the item is only available with the extended guns
if( Item[usItemIndex].biggunlist )
{
return(FALSE);
}
}
}
return(TRUE);
}
// also used for ammo
BOOLEAN ExtendedGunListGun( UINT16 usGun )
{
// return( (Item[ usGun ].fFlags & ITEM_BIGGUNLIST) != 0 );
return( (Item[ usGun ].biggunlist ) != 0 );
}
UINT16 StandardGunListReplacement( UINT16 usGun )
{
UINT8 ubLoop;
if ( ExtendedGunListGun( usGun ) )
{
ubLoop = 0;
while ( ReplacementGuns[ ubLoop ][ 0 ] != 0 )
{
if ( ReplacementGuns[ ubLoop ][ 0 ] == usGun )
{
return( ReplacementGuns[ ubLoop ][ 1 ] );
}
ubLoop++;
}
// ERROR!
AssertMsg( 0, String( "Extended gun with no replacement %d, CC:0", usGun ) );
return( NOTHING );
}
else
{
return( NOTHING );
}
}
UINT16 StandardGunListAmmoReplacement( UINT16 usAmmo )
{
UINT8 ubLoop;
if ( ExtendedGunListGun( usAmmo ) )
{
ubLoop = 0;
while ( ReplacementAmmo[ ubLoop ][ 0 ] != 0 )
{
if ( ReplacementAmmo[ ubLoop ][ 0 ] == usAmmo )
{
return( ReplacementAmmo[ ubLoop ][ 1 ] );
}
ubLoop++;
}
// ERROR!
AssertMsg( 0, String( "Extended gun with no replacement %d, CC:0", usAmmo ) );
return( NOTHING );
}
else
{
return( NOTHING );
}
}
BOOLEAN WeaponInHand( SOLDIERTYPE * pSoldier )
{
if ( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & (IC_WEAPON | IC_THROWN) )
{
if (Item[pSoldier->inv[HANDPOS].usItem].fingerprintid )
{
if (pSoldier->inv[HANDPOS].ubImprintID != NO_PROFILE)
{
if (pSoldier->ubProfile != NO_PROFILE)
{
if (pSoldier->inv[HANDPOS].ubImprintID != pSoldier->ubProfile)
{
return( FALSE );
}
}
else
{
if (pSoldier->inv[HANDPOS].ubImprintID != (NO_PROFILE + 1) )
{
return( FALSE );
}
}
}
}
if (pSoldier->inv[HANDPOS].bGunStatus >= USABLE)
{
return( TRUE );
}
}
// return -1 or some "broken" value if weapon is broken?
return( FALSE );
}
UINT8 ItemSlotLimit( UINT16 usItem, INT8 bSlot )
{
UINT8 ubSlotLimit;
if ( bSlot < BIGPOCK1POS )
{
return( 1 );
}
else
{
ubSlotLimit = Item[usItem].ubPerPocket;
if (bSlot >= SMALLPOCK1POS && ubSlotLimit > 1)
{
ubSlotLimit /= 2;
}
return( ubSlotLimit );
}
}
UINT32 MoneySlotLimit( INT8 bSlot )
{
if ( bSlot >= SMALLPOCK1POS )
{
return( MAX_MONEY_PER_SLOT / 2 );
}
else
{
return( MAX_MONEY_PER_SLOT );
}
}
INT8 FindObj( SOLDIERTYPE * pSoldier, UINT16 usItem )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (pSoldier->inv[bLoop].usItem == usItem)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindMetalDetector( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].metaldetector )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindLockBomb( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].lockbomb )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem == usItem && pSoldier->inv[bLoop].bStatus[0] >= USABLE )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindObjExcludingSlot( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bExcludeSlot )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (bLoop == bExcludeSlot)
{
continue;
}
if (pSoldier->inv[bLoop].usItem == usItem)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindExactObj( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( (pObj == &(pSoldier->inv[bLoop])) && (memcmp( &(pSoldier->inv[bLoop]), pObj, sizeof( OBJECTTYPE ) ) == 0) )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindObjWithin( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bLower, INT8 bUpper )
{
INT8 bLoop;
for (bLoop = bLower; bLoop <= bUpper; bLoop++)
{
if (pSoldier->inv[bLoop].usItem == usItem)
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 )
{
INT8 bLoop;
UINT16 usTemp;
if (usItem1 > usItem2 )
{
// swap the two...
usTemp = usItem2;
usItem2 = usItem1;
usItem1 = usTemp;
}
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
usTemp = pSoldier->inv[bLoop].usItem;
if ( usTemp >= usItem1 && usTemp <= usItem2 )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindObjClassAfterSlot( SOLDIERTYPE * pSoldier, INT8 bStartAfter, UINT32 usItemClass )
{
INT8 bLoop;
for (bLoop = bStartAfter + 1; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].usItemClass == usItemClass)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindAIUsableObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass )
{
// finds the first object of the specified class which does NOT have
// the "unusable by AI" flag set.
// uses & rather than == so that this function can search for any weapon
INT8 bLoop;
// This is for the AI only so:
// Do not consider tank cannons or rocket launchers to be "guns"
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass) && !(pSoldier->inv[bLoop].fFlags & OBJECT_AI_UNUSABLE) && (pSoldier->inv[bLoop].bStatus[0] >= USABLE ) )
{
if ( usItemClass == IC_GUN && EXPLOSIVE_GUN( pSoldier->inv[bLoop].usItem ) )
{
continue;
}
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindAIUsableObjClassWithin( SOLDIERTYPE * pSoldier, UINT32 usItemClass, INT8 bLower, INT8 bUpper )
{
INT8 bLoop;
// This is for the AI only so:
// Do not consider tank cannons or rocket launchers to be "guns"
for (bLoop = bLower; bLoop <= bUpper; bLoop++)
{
if ( (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass) && !(pSoldier->inv[bLoop].fFlags & OBJECT_AI_UNUSABLE) && (pSoldier->inv[bLoop].bStatus[0] >= USABLE ) )
{
if ( usItemClass == IC_GUN && EXPLOSIVE_GUN( pSoldier->inv[bLoop].usItem ) )
{
continue;
}
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindEmptySlotWithin( SOLDIERTYPE * pSoldier, INT8 bLower, INT8 bUpper )
{
INT8 bLoop;
for (bLoop = bLower; bLoop <= bUpper; bLoop++)
{
if (pSoldier->inv[bLoop].usItem == 0)
{
// if (bLoop == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].fFlags & ITEM_TWO_HANDED)
if (bLoop == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].twohanded )
{
continue;
}
else
{
return( bLoop );
}
}
}
return( ITEM_NOT_FOUND );
}
BOOLEAN GLGrenadeInSlot(SOLDIERTYPE *pSoldier, INT8 bSlot )
{
if (Item[pSoldier->inv[bSlot].usItem].glgrenade)
return TRUE;
else
return FALSE;
//switch (pSoldier->inv[bSlot].usItem)
//{
// case GL_HE_GRENADE:
// case GL_TEARGAS_GRENADE:
// case GL_STUN_GRENADE:
// case GL_SMOKE_GRENADE:
// return(TRUE);
// default:
// return(FALSE);
//}
}
// for grenade launchers
INT8 FindGLGrenade( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (GLGrenadeInSlot( pSoldier, bLoop ))
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindThrowableGrenade( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
BOOLEAN fCheckForFlares = FALSE;
// JA2Gold: give some priority to looking for flares when at night
// this is AI only so we can put in some customization for night
if (GetTimeOfDayAmbientLightLevel() == NORMAL_LIGHTLEVEL_NIGHT)
{
if (pSoldier->bLife > (pSoldier->bLifeMax / 2))
{
fCheckForFlares = TRUE;
}
}
if (fCheckForFlares)
{
// Do a priority check for flares first
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( Item[pSoldier->inv[ bLoop ].usItem].flare )
{
return( bLoop );
}
}
}
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( (Item[ pSoldier->inv[ bLoop ].usItem ].usItemClass & IC_GRENADE) && !GLGrenadeInSlot( pSoldier, bLoop ) )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindAttachment( OBJECTTYPE * pObj, UINT16 usItem )
{
INT8 bLoop;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (pObj->usAttachItem[bLoop] == usItem)
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindAttachmentByClass( OBJECTTYPE * pObj, UINT32 uiItemClass )
{
INT8 bLoop;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[ pObj->usAttachItem[bLoop] ].usItemClass == uiItemClass)
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchable: weapon=%d",usWeapon));
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( ValidLaunchable( pSoldier->inv[ bLoop ].usItem , usWeapon ) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchable: returning slot %d",bLoop));
return( bLoop );
}
}
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchable: item not found"));
return( ITEM_NOT_FOUND );
}
INT8 FindNonSmokeLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchable: weapon=%d",usWeapon));
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( ValidLaunchable( pSoldier->inv[ bLoop ].usItem , usWeapon ) && Explosive[Item[pSoldier->inv[ bLoop ].usItem].ubClassIndex].ubType != EXPLOSV_SMOKE )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchable: returning slot %d",bLoop));
return( bLoop );
}
}
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchable: item not found, so find items including smoke"));
return( FindLaunchable(pSoldier,usWeapon) );
}
INT8 FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchableAttachment: weapon=%d",usWeapon));
for ( bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++ )
{
if ( pObj->usAttachItem[ bLoop ] != NOTHING && ValidLaunchable( pObj->usAttachItem[ bLoop ], usWeapon ) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchableAttachment: returning slot %d",bLoop));
return( bLoop );
}
}
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchableAttachment: item not found"));
return( ITEM_NOT_FOUND );
}
INT8 FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchableAttachment: weapon=%d",usWeapon));
for ( bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++ )
{
if ( pObj->usAttachItem[ bLoop ] != NOTHING && ValidLaunchable( pObj->usAttachItem[ bLoop ], usWeapon ) && Explosive[Item[pObj->usAttachItem[ bLoop ]].ubClassIndex].ubType != EXPLOSV_SMOKE )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchableAttachment: returning slot %d",bLoop));
return( bLoop );
}
}
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindNonSmokeLaunchableAttachment: item not found"));
return( FindLaunchableAttachment(pObj,usWeapon) );
}
//Simple check to see if the item has any attachments
BOOLEAN ItemHasAttachments( OBJECTTYPE * pObj )
{
if ((pObj->usAttachItem[0] == NOTHING) && (pObj->usAttachItem[1] == NOTHING) && (pObj->usAttachItem[2] == NOTHING) && (pObj->usAttachItem[3] == NOTHING))
{
return( FALSE );
}
return( TRUE );
}
// Determine if it is possible to add this attachment to the CLASS of this item
// (i.e. to any item in the class)
BOOLEAN ValidAttachmentClass( UINT16 usAttachment, UINT16 usItem )
{
INT32 iLoop = 0;
while( 1 )
{
// see comment for AttachmentInfo array for why we skip IC_NONE
if ( AttachmentInfo[ iLoop ].uiItemClass != IC_NONE )
{
if ( AttachmentInfo[ iLoop ].usItem == usAttachment )
{
if ( AttachmentInfo[ iLoop ].uiItemClass == Item[ usItem ].usItemClass )
{
return( TRUE );
}
}
}
iLoop++;
if (AttachmentInfo[iLoop].usItem == 0)
{
// end of the array
break;
}
}
return( FALSE );
}
INT8 GetAttachmentInfoIndex( UINT16 usItem )
{
INT32 iLoop = 0;
while( 1 )
{
if ( AttachmentInfo[ iLoop ].usItem == usItem )
{
return( (INT8) iLoop );
}
iLoop++;
if (AttachmentInfo[iLoop].usItem == 0)
{
// end of the array
break;
}
}
return( -1 );
}
//Determine if it is possible to add this attachment to the item.
BOOLEAN ValidAttachment( UINT16 usAttachment, UINT16 usItem )
{
INT32 iLoop = 0;
// look for the section of the array pertaining to this attachment...
while( 1 )
{
if (Attachment[iLoop][0] == usAttachment)
{
break;
}
iLoop++;
if (Attachment[iLoop][0] == 0)
{
// the proposed item cannot be attached to anything!
return( FALSE );
}
}
// now look through this section for the item in question
while( 1 )
{
if (Attachment[iLoop][1] == usItem)
{
break;
}
iLoop++;
if (Attachment[iLoop][0] != usAttachment)
{
// the proposed item cannot be attached to the item in question
return( FALSE );
}
}
return( TRUE );
}
//Determine if this item can receive this attachment. This is different, in that it may
//be possible to have this attachment on this item, but may already have an attachment on
//it which doesn't work simultaneously with the new attachment (like a silencer and duckbill).
BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAttemptingAttachment )
{
return ValidItemAttachment ( pObj, usAttachment, fAttemptingAttachment, TRUE );
}
BOOLEAN ValidItemAttachment( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAttemptingAttachment, BOOLEAN fDisplayMessage )
{
BOOLEAN fSameItem = FALSE, fSimilarItems = FALSE;
UINT16 usSimilarItem = NOTHING;
if ( !ValidAttachment( usAttachment, pObj->usItem ) )
{
// check for an underslung grenade launcher attached to the gun
if ( (IsGrenadeLauncherAttached ( pObj ) ) && ValidLaunchable( usAttachment, GetAttachedGrenadeLauncher( pObj ) ) )
{
return ( TRUE );
/*
if ( fAttemptingAttachment )
{
// if there is no other grenade attached already, then we can attach it
if (FindAttachmentByClass( pObj, IC_GRENADE) != ITEM_NOT_FOUND)
{
return( FALSE );
}
// keep going, it can be attached to the grenade launcher
}
else
{
// logically, can be added
return( TRUE );
}
*/
}
else
{
if ( fAttemptingAttachment && ValidAttachmentClass( usAttachment, pObj->usItem ) )
{
// well, maybe the player thought he could
UINT16 zTemp[ 100 ];
swprintf( zTemp, Message[ STR_CANT_ATTACH ], ItemNames[ usAttachment ], ItemNames[ pObj->usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
}
return( FALSE );
}
}
// special conditions go here
// can't have two of the same attachment on an item
/*
if (FindAttachment( pObj, usAttachment ) != ITEM_NOT_FOUND)
{
fSameItem = TRUE;
}
*/
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1]) != ITEM_NOT_FOUND )
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
}
}
//// special code for items which won't attach if X is present
//switch( usAttachment )
//{
// case BIPOD:
// if ( FindAttachment( pObj, UNDER_GLAUNCHER) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = UNDER_GLAUNCHER;
// }
// break;
// case UNDER_GLAUNCHER:
// if ( FindAttachment( pObj, BIPOD ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = BIPOD;
// }
// break;
///*
// case LASERSCOPE:
// if (FindAttachment( pObj, SNIPERSCOPE ) != ITEM_NOT_FOUND)
// {
// return( FALSE );
// }
// break;
// case SNIPERSCOPE:
// if (FindAttachment( pObj, LASERSCOPE ) != ITEM_NOT_FOUND)
// {
// return( FALSE );
// }
// break;
// */
// case DETONATOR:
// if( FindAttachment( pObj, REMDETONATOR ) != ITEM_NOT_FOUND )
// {
// fSameItem = TRUE;
// }
// break;
// case REMDETONATOR:
// if( FindAttachment( pObj, DETONATOR ) != ITEM_NOT_FOUND )
// {
// fSameItem = TRUE;
// }
// break;
// case SNIPERSCOPE:
// if( FindAttachment( pObj, REFLEX_SCOPED ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_SCOPED;
// }
// break;
// case REFLEX_SCOPED:
// if( FindAttachment( pObj, SNIPERSCOPE ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = SNIPERSCOPE;
// }
// if( FindAttachment( pObj, REFLEX_UNSCOPED ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_UNSCOPED;
// }
// break;
// case REFLEX_UNSCOPED:
// if( FindAttachment( pObj, REFLEX_SCOPED ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_SCOPED;
// }
// break;
// case SILENCER:
// if( FindAttachment( pObj, FLASH_SUPPRESSOR ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = FLASH_SUPPRESSOR;
// }
// break;
// case FLASH_SUPPRESSOR:
// if( FindAttachment( pObj, SILENCER ) != ITEM_NOT_FOUND )
// {
// fSimilarItems = TRUE;
// usSimilarItem = SILENCER;
// }
// break;
//}
if (fAttemptingAttachment)
{
if (fSameItem)
{
if (fDisplayMessage) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_ATTACHMENT_ALREADY ] );
return( FALSE );
}
else if (fSimilarItems)
{
if (fDisplayMessage) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ usSimilarItem ], ItemNames[ usAttachment ] );
return( FALSE );
}
}
return( TRUE );
}
//Determines if it is possible to equip this weapon with this ammo.
BOOLEAN ValidAmmoType( UINT16 usItem, UINT16 usAmmoType )
{
if (Item[usItem].usItemClass == IC_GUN && Item[usAmmoType].usItemClass == IC_AMMO)
{
if (Weapon[usItem].ubCalibre == Magazine[Item[usAmmoType].ubClassIndex].ubCalibre)
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN CompatibleFaceItem( UINT16 usItem1, UINT16 usItem2 )
{
INT32 iLoop = 0;
// look for the section of the array pertaining to this attachment...
while( 1 )
{
if (CompatibleFaceItems[iLoop][0] == usItem1)
{
break;
}
iLoop++;
if (CompatibleFaceItems[iLoop][0] == 0)
{
// the proposed item cannot fit with anything!
return( FALSE );
}
}
// now look through this section for the item in question
while( 1 )
{
if (CompatibleFaceItems[iLoop][1] == usItem2)
{
break;
}
iLoop++;
if (CompatibleFaceItems[iLoop][0] != usItem1)
{
// the proposed item cannot be attached to the item in question
return( FALSE );
}
}
return( TRUE );
}
//Determines if this item is a two handed item.
BOOLEAN TwoHandedItem( UINT16 usItem )
{
// if (Item[usItem].fFlags & ITEM_TWO_HANDED)
if (Item[usItem].twohanded )
{
return( TRUE );
}
return FALSE;
}
BOOLEAN ValidLaunchable( UINT16 usLaunchable, UINT16 usItem )
{
INT32 iLoop = 0;
//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("ValidLaunchable: launchable=%d, item=%d",usLaunchable,usItem));
// look for the section of the array pertaining to this launchable item...
while( 1 )
{
if (Launchable[iLoop][0] == usLaunchable)
{
break;
}
iLoop++;
if (Launchable[iLoop][0] == 0)
{
// the proposed item cannot be attached to anything!
//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("ValidLaunchable: launchable=%d, item=%d, return FALSE, launchable not found",usLaunchable,usItem));
return( FALSE );
}
}
// now look through this section for the item in question
while( 1 )
{
if (Launchable[iLoop][1] == usItem)
{
break;
}
iLoop++;
if (Launchable[iLoop][0] != usLaunchable)
{
// the proposed item cannot be attached to the item in question
//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("ValidLaunchable: launchable=%d, item=%d, return FALSE, item not found",usLaunchable,usItem));
return( FALSE );
}
}
//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("ValidLaunchable: launchable=%d, item=%d, return TRUE",usLaunchable,usItem));
return( TRUE );
}
BOOLEAN ValidItemLaunchable( OBJECTTYPE * pObj, UINT16 usAttachment )
{
if ( !ValidLaunchable( usAttachment, pObj->usItem ) )
{
return( FALSE );
}
// if we can find another of the same class as the attachment, it's not possible
if ( FindAttachmentByClass( pObj, Item[ usAttachment ].usItemClass ) != NO_SLOT )
{
return( FALSE );
}
return( TRUE );
}
UINT16 GetLauncherFromLaunchable( UINT16 usLaunchable )
{
INT32 iLoop = 0;
UINT16 usItem = NOTHING;
// look for the section of the array pertaining to this launchable item...
while( 1 )
{
if (Launchable[iLoop][0] == usLaunchable)
{
break;
}
iLoop++;
if (Launchable[iLoop][0] == 0)
{
// the proposed item cannot be attached to anything!
return( NOTHING );
}
}
return( Launchable[iLoop][1] );
}
BOOLEAN EvaluateValidMerge( UINT16 usMerge, UINT16 usItem, UINT16 * pusResult, UINT8 * pubType )
{
// NB "usMerge" is the object being merged with (e.g. compound 18)
// "usItem" is the item being merged "onto" (e.g. kevlar vest)
INT32 iLoop = 0;
if (usMerge == usItem && Item[ usItem ].usItemClass == IC_AMMO)
{
*pusResult = usItem;
*pubType = COMBINE_POINTS;
return( TRUE );
}
// look for the section of the array pertaining to this Merge...
while( 1 )
{
if (Merge[iLoop][0] == usMerge)
{
break;
}
iLoop++;
if (Merge[iLoop][0] == 0)
{
// the proposed item cannot be merged with anything!
return( FALSE );
}
}
// now look through this section for the item in question
while( 1 )
{
if (Merge[iLoop][1] == usItem)
{
break;
}
iLoop++;
if (Merge[iLoop][0] != usMerge)
{
// the proposed item cannot be merged with the item in question
return( FALSE );
}
}
*pusResult = Merge[iLoop][2];
*pubType = (UINT8) Merge[iLoop][3];
return( TRUE );
}
BOOLEAN ValidMerge( UINT16 usMerge, UINT16 usItem )
{
UINT16 usIgnoreResult;
UINT8 ubIgnoreType;
return( EvaluateValidMerge( usMerge, usItem, &usIgnoreResult, &ubIgnoreType ) );
}
UINT8 CalculateObjectWeight( OBJECTTYPE *pObject )
{
INT32 cnt;
UINT16 usWeight;
INVTYPE * pItem;
pItem = &(Item[ pObject->usItem ]);
// Start with base weight
usWeight = pItem->ubWeight;
if ( pItem->ubPerPocket < 2 && pItem->usItemClass != IC_AMMO )
{
// account for any attachments
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if (pObject->usAttachItem[cnt] != NOTHING )
{
usWeight += Item[ pObject->usAttachItem[cnt] ].ubWeight;
}
}
// add in weight of ammo
if (Item[ pObject->usItem ].usItemClass == IC_GUN && pObject->ubGunShotsLeft > 0)
{
usWeight += (INT16)((pObject->ubGunShotsLeft / Magazine[Item[pObject->usGunAmmoItem].ubClassIndex].ubMagSize ) * Item[ pObject->usGunAmmoItem ].ubWeight);//Madd: added weight allowance for ammo not being full
}
}
else if ( pItem->usItemClass == IC_AMMO )//Madd: added weight allowance for ammo not being full
{
for ( cnt = 0; cnt < MAX_OBJECTS_PER_SLOT; cnt++ )
{
if (pObject->ubShotsLeft[cnt] > 0 )
{
usWeight += (INT16)(pObject->ubShotsLeft[cnt]/Magazine[pItem->usItemClass].ubMagSize) * pItem->ubWeight;
}
}
}
// make sure it really fits into that UINT8, in case we ever add anything real heavy with attachments/ammo
Assert(usWeight <= 255);
if ( usWeight > 255 )
usWeight = 255; //Madd: limit to 255 to prevent negative weights, at least until we can change the OBJECTTYPE structure
return( (UINT8) usWeight );
}
UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier )
{
UINT32 uiTotalWeight = 0;
UINT32 uiPercent;
UINT8 ubLoop;
UINT16 usWeight;
UINT8 ubStrengthForCarrying;
for( ubLoop = 0; ubLoop < NUM_INV_SLOTS; ubLoop++)
{
usWeight = pSoldier->inv[ubLoop].ubWeight;
if (Item[ pSoldier->inv[ubLoop].usItem ].ubPerPocket > 1)
{
// account for # of items
usWeight *= pSoldier->inv[ubLoop].ubNumberOfObjects;
}
uiTotalWeight += usWeight;
}
// for now, assume soldiers can carry 1/2 their strength in KGs without penalty.
// instead of multiplying by 100 for percent, and then dividing by 10 to account
// for weight units being in 10ths of kilos, not kilos... we just start with 10 instead of 100!
ubStrengthForCarrying = EffectiveStrength( pSoldier );
if ( ubStrengthForCarrying > 80 )
{
ubStrengthForCarrying += (ubStrengthForCarrying - 80);
}
uiPercent = (10 * uiTotalWeight) / ( ubStrengthForCarrying / 2 );
return( uiPercent );
}
void DeleteObj(OBJECTTYPE * pObj )
{
memset( pObj, 0, sizeof(OBJECTTYPE) );
}
void CopyObj( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj )
{
memcpy( pTargetObj, pSourceObj, sizeof( OBJECTTYPE ) );
}
void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 )
{
OBJECTTYPE Temp;
memcpy( &Temp, pObj1, sizeof( OBJECTTYPE ) );
memcpy( pObj1, pObj2, sizeof( OBJECTTYPE ) );
memcpy( pObj2, &Temp, sizeof( OBJECTTYPE ) );
/*
//if we are in the shop keeper interface, switch the items
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
gMoveingItem.fActive = TRUE;
gMoveingItem.sItemIndex = pObj1->usItem;
gMoveingItem.ubLocationOfObject = PLAYERS_INVENTORY;
gMoveingItem.ubIdOfMercWhoOwnsTheItem = gpItemPointerSoldier->ubProfile;
//Get the item from the slot.
memcpy( &gMoveingItem.ItemObject, &pObj1, sizeof( OBJECTTYPE ) );
}
*/
}
void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex )
{
// remove 1 object from an OBJECTTYPE, starting at index bRemoveIndex
UINT8 ubLoop;
if (pObj->ubNumberOfObjects < ubRemoveIndex)
{
// invalid index!
return;
}
else if (pObj->ubNumberOfObjects == 1)
{
// delete!
DeleteObj( pObj );
}
else
{
// shift down all the values that should be down
for (ubLoop = ubRemoveIndex + 1; ubLoop < pObj->ubNumberOfObjects; ubLoop++)
{
pObj->bStatus[ubLoop - 1] = pObj->bStatus[ubLoop];
}
// and set the upper value to 0
pObj->bStatus[pObj->ubNumberOfObjects - 1] = 0;
// make the number of objects recorded match the array
pObj->ubNumberOfObjects--;
}
}
void RemoveObjs( OBJECTTYPE * pObj, UINT8 ubNumberToRemove )
{
// remove a certain number of objects from an OBJECTTYPE, starting at index 0
UINT8 ubLoop;
if (ubNumberToRemove == 0)
{
return;
}
if (ubNumberToRemove >= pObj->ubNumberOfObjects)
{
// delete!
DeleteObj( pObj );
}
else
{
for (ubLoop = 0; ubLoop < ubNumberToRemove; ubLoop++)
{
RemoveObjFrom( pObj, 0 );
}
pObj->ubWeight = CalculateObjectWeight( pObj );
}
}
void GetObjFrom( OBJECTTYPE * pObj, UINT8 ubGetIndex, OBJECTTYPE * pDest )
{
if (!pDest || ubGetIndex >= pObj->ubNumberOfObjects)
{
return;
}
if (pObj->ubNumberOfObjects == 1)
{
memcpy( pDest, pObj, sizeof( OBJECTTYPE ) );
DeleteObj( pObj );
}
else
{
pDest->usItem = pObj->usItem;
pDest->bStatus[0] = pObj->bStatus[ubGetIndex];
pDest->ubNumberOfObjects = 1;
pDest->ubWeight = CalculateObjectWeight( pDest );
RemoveObjFrom( pObj, ubGetIndex );
pObj->ubWeight = CalculateObjectWeight( pObj );
}
}
void SwapWithinObj( OBJECTTYPE * pObj, UINT8 ubIndex1, UINT8 ubIndex2 )
{
INT8 bTemp;
if (pObj->ubNumberOfObjects >= ubIndex1 || pObj->ubNumberOfObjects >= ubIndex1)
{
return;
}
bTemp = pObj->bStatus[ubIndex1];
pObj->bStatus[ubIndex1] = pObj->bStatus[ubIndex2];
pObj->bStatus[ubIndex2] = bTemp;
}
void DamageObj( OBJECTTYPE * pObj, INT8 bAmount )
{
if (bAmount >= pObj->bStatus[0])
{
pObj->bStatus[0] = 1;
}
else
{
pObj->bStatus[0] -= bAmount;
}
}
void StackObjs( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj, UINT8 ubNumberToCopy )
{
UINT8 ubLoop;
// copy over N status values
for (ubLoop = 0; ubLoop < ubNumberToCopy; ubLoop++)
{
pTargetObj->bStatus[ubLoop + pTargetObj->ubNumberOfObjects] = pSourceObj->bStatus[ubLoop ];
}
// now in the source object, move the rest down N places
for (ubLoop = ubNumberToCopy; ubLoop < pSourceObj->ubNumberOfObjects; ubLoop++)
{
pSourceObj->bStatus[ubLoop - ubNumberToCopy] = pSourceObj->bStatus[ubLoop];
}
pTargetObj->ubNumberOfObjects += ubNumberToCopy;
RemoveObjs( pSourceObj, ubNumberToCopy );
pSourceObj->ubWeight = CalculateObjectWeight( pSourceObj );
pTargetObj->ubWeight = CalculateObjectWeight( pTargetObj );
}
void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj )
{
INT8 bLoop, bLoop2;
INT8 bMaxPoints, bPointsToMove;
if ( !(Item[ pObj->usItem ].usItemClass & IC_AMMO || Item[ pObj->usItem ].usItemClass & IC_KIT || Item[ pObj->usItem ].usItemClass & IC_MEDKIT || Item[pObj->usItem].canteen ) )
{
return;
}
if ( Item[ pObj->usItem ].usItemClass & IC_AMMO )
{
bMaxPoints = Magazine[ Item[ pObj->usItem ].ubClassIndex ].ubMagSize;
}
else
{
bMaxPoints = 100;
}
if ( pCursorObj && pCursorObj->usItem == pObj->usItem )
{
for ( bLoop = (INT8) pCursorObj->ubNumberOfObjects - 1; bLoop >= 0; bLoop-- )
{
if ( pCursorObj->bStatus[ bLoop ] > 0 )
{
// take the points here and distribute over the lower #d items
for ( bLoop2 = pObj->ubNumberOfObjects - 1; bLoop2 >= 0; bLoop2-- )
{
if ( pObj->bStatus[ bLoop2 ] < bMaxPoints )
{
bPointsToMove = bMaxPoints - pObj->bStatus[ bLoop2 ];
bPointsToMove = __min( bPointsToMove, pCursorObj->bStatus[ bLoop ] );
pObj->bStatus[ bLoop2 ] += bPointsToMove;
pCursorObj->bStatus[ bLoop ] -= bPointsToMove;
if ( pCursorObj->bStatus[ bLoop ] == 0 )
{
// done!
pCursorObj->ubNumberOfObjects--;
break;
}
}
}
}
}
}
for ( bLoop = (INT8) pObj->ubNumberOfObjects - 1; bLoop >= 0; bLoop-- )
{
if ( pObj->bStatus[ bLoop ] > 0 )
{
// take the points here and distribute over the lower #d items
for ( bLoop2 = bLoop - 1; bLoop2 >= 0; bLoop2-- )
{
if ( pObj->bStatus[ bLoop2 ] < bMaxPoints )
{
bPointsToMove = bMaxPoints - pObj->bStatus[ bLoop2 ];
bPointsToMove = __min( bPointsToMove, pObj->bStatus[ bLoop ] );
pObj->bStatus[ bLoop2 ] += bPointsToMove;
pObj->bStatus[ bLoop ] -= bPointsToMove;
if ( pObj->bStatus[ bLoop ] == 0 )
{
// done!
pObj->ubNumberOfObjects--;
break;
}
}
}
}
}
}
BOOLEAN PlaceObjectAtObjectIndex( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj, UINT8 ubIndex )
{
INT8 bTemp;
if (pSourceObj->usItem != pTargetObj->usItem)
{
return( TRUE );
}
if (ubIndex < pTargetObj->ubNumberOfObjects)
{
// swap
bTemp = pSourceObj->bStatus[0];
pSourceObj->bStatus[0] = pTargetObj->bStatus[ubIndex];
pTargetObj->bStatus[ubIndex] = bTemp;
return( TRUE );
}
else
{
// add to end
StackObjs( pSourceObj, pTargetObj, 1 );
return( FALSE );
}
}
#define RELOAD_NONE 0
#define RELOAD_PLACE 1
#define RELOAD_SWAP 2
#define RELOAD_TOPOFF 3
#define RELOAD_AUTOPLACE_OLD 4
BOOLEAN ReloadGun( SOLDIERTYPE * pSoldier, OBJECTTYPE * pGun, OBJECTTYPE * pAmmo )
{
OBJECTTYPE OldAmmo;
UINT8 ubBulletsToMove;
INT8 bAPs;
UINT16 usReloadSound;
BOOLEAN fSameAmmoType;
BOOLEAN fSameMagazineSize;
BOOLEAN fReloadingWithStack;
BOOLEAN fEmptyGun;
INT8 bReloadType;
UINT16 usNewAmmoItem;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
bAPs = GetAPsToReloadGunWithAmmo( pGun, pAmmo );
if ( !EnoughPoints( pSoldier, bAPs, 0,TRUE ) )
{
return( FALSE );
}
}
if ( Item[ pGun->usItem ].usItemClass == IC_LAUNCHER || Item[pGun->usItem].cannon )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReloadGun: Loading launcher - new ammo type = %d, weight = %d", pAmmo->usItem,pAmmo->ubWeight ) );
pGun->usGunAmmoItem = pAmmo->usItem;
if ( AttachObject( pSoldier, pGun, pAmmo ) == FALSE )
{
pGun->usGunAmmoItem = NONE;
// abort
return( FALSE );
}
}
else
{
fEmptyGun = (pGun->ubGunShotsLeft == 0);
fReloadingWithStack = (pAmmo->ubNumberOfObjects > 1);
fSameAmmoType = ( pGun->ubGunAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType );
fSameMagazineSize = ( Magazine[ Item[ pAmmo->usItem ].ubClassIndex ].ubMagSize == GetMagSize( pGun));
if (fEmptyGun)
{
bReloadType = RELOAD_PLACE;
}
else
{
// record old ammo
memset( &OldAmmo, 0, sizeof( OBJECTTYPE ));
OldAmmo.usItem = pGun->usGunAmmoItem;
OldAmmo.ubNumberOfObjects = 1;
OldAmmo.ubShotsLeft[0] = pGun->ubGunShotsLeft;
if (fSameMagazineSize)
{
if (fSameAmmoType)
{
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && Weapon[pGun->usItem].swapClips )
{
bReloadType = RELOAD_SWAP;
}
else
{
bReloadType = RELOAD_TOPOFF;
}
}
else
{
if (!fReloadingWithStack)
{
bReloadType = RELOAD_SWAP;
}
else
{
bReloadType = RELOAD_AUTOPLACE_OLD;
}
}
}
else // diff sized magazines
{
if (fSameAmmoType)
{
bReloadType = RELOAD_TOPOFF;
}
else
{
bReloadType = RELOAD_AUTOPLACE_OLD;
}
}
}
if (fSameMagazineSize)
{
// record new ammo item for gun
usNewAmmoItem = pAmmo->usItem;
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( pAmmo->ubShotsLeft[0], GetMagSize(pGun) - pGun->ubGunShotsLeft );
}
else
{
ubBulletsToMove = pAmmo->ubShotsLeft[0];
}
}
else if (Magazine[Item[pAmmo->usItem].ubClassIndex].ubMagSize > GetMagSize(pGun))
{
//MADD MARKER
//usNewAmmoItem = pAmmo->usItem - 1;
usNewAmmoItem = FindReplacementMagazine(Weapon[pGun->usItem].ubCalibre ,GetMagSize(pGun),Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType);
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( pAmmo->ubShotsLeft[0], GetMagSize(pGun) - pGun->ubGunShotsLeft );
}
else
{
ubBulletsToMove = __min( pAmmo->ubShotsLeft[0], GetMagSize(pGun) );
}
}
else // mag is smaller than weapon mag
{
//MADD MARKER
//usNewAmmoItem = pAmmo->usItem + 1;
usNewAmmoItem = FindReplacementMagazine(Weapon[pGun->usItem].ubCalibre ,GetMagSize(pGun),Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType);
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( pAmmo->ubShotsLeft[0], GetMagSize(pGun) - pGun->ubGunShotsLeft );
}
else
{
ubBulletsToMove = __min( pAmmo->ubShotsLeft[0], GetMagSize(pGun));
}
}
switch( bReloadType )
{
case RELOAD_PLACE:
pGun->ubGunShotsLeft = ubBulletsToMove;
pGun->ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
pGun->usGunAmmoItem = usNewAmmoItem;
break;
case RELOAD_SWAP:
pGun->ubGunShotsLeft = ubBulletsToMove;
pGun->ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
pGun->usGunAmmoItem = usNewAmmoItem;
if (fReloadingWithStack)
{
// add to end of stack
StackObjs( &OldAmmo, pAmmo, 1 );
}
else
{
// Copying the old ammo to the cursor in turnbased could screw up for the player
// (suppose his inventory is full!)
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && !EnoughPoints( pSoldier, (INT8) (bAPs + AP_PICKUP_ITEM), 0, FALSE ) )
{
// try autoplace
if ( !AutoPlaceObject( pSoldier, &OldAmmo, FALSE ) )
{
// put it on the ground
AddItemToPool( pSoldier->sGridNo, &OldAmmo, 1, pSoldier->bLevel, 0 , -1 );
}
// delete the object now in the cursor
DeleteObj( pAmmo );
}
else
{
// copy the old ammo to the cursor
memcpy( pAmmo, &OldAmmo, sizeof( OBJECTTYPE ) );
}
}
break;
case RELOAD_AUTOPLACE_OLD:
if ( !AutoPlaceObject( pSoldier, &OldAmmo, TRUE ) )
{
// error msg!
return( FALSE );
}
// place first ammo in gun
pGun->ubGunShotsLeft = ubBulletsToMove;
pGun->ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
pGun->usGunAmmoItem = usNewAmmoItem;
break;
case RELOAD_TOPOFF:
// ADD that many bullets to gun
pGun->ubGunShotsLeft += ubBulletsToMove;
break;
}
if ( ! ( bReloadType == RELOAD_SWAP && !fReloadingWithStack ) )
{
// remove # of bullets, delete 1 object if necessary
pAmmo->ubShotsLeft[0] -= ubBulletsToMove;
if (pAmmo->ubShotsLeft[0] == 0)
{
RemoveObjs( pAmmo, 1 );
}
}
}
// OK, let's play a sound of reloading too...
// If this guy is visible...
if ( pSoldier->bVisible != -1 )
{
// Play some effects!
usReloadSound = Weapon[ pGun->usItem ].sReloadSound;
if ( usReloadSound != 0 && !IsAutoResolveActive() )
{
PlayJA2Sample( usReloadSound, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
}
if (pSoldier->bTeam == gbPlayerNum)
{
// spit out a message if this is one of our folks reloading
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_PLAYER_RELOADS], pSoldier->name );
}
DeductPoints( pSoldier, bAPs, 0 );
pGun->ubWeight = CalculateObjectWeight( pGun );
if ( pGun->bGunAmmoStatus >= 0 )
{
// make sure gun ammo status is 100, if gun isn't jammed
pGun->bGunAmmoStatus = 100;
}
pGun->ubGunState |= GS_CARTRIDGE_IN_CHAMBER; // Madd: reloading should automatically put cartridge in chamber
return( TRUE );
}
BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo )
{
UINT16 usReloadSound;
CHECKF( pAmmo != NULL );
if ( pWeapon->ubGunShotsLeft > 0 )
{
// start by erasing ammo item, just in case...
DeleteObj( pAmmo );
pAmmo->ubGunAmmoType = pWeapon->ubGunAmmoType ;
pAmmo->ubShotsLeft[0] = pWeapon->ubGunShotsLeft;
pAmmo->usItem = pWeapon->usGunAmmoItem;
pAmmo->ubNumberOfObjects = 1;
pWeapon->ubGunShotsLeft = 0;
pWeapon->ubGunAmmoType = 0;
//pWeapon->usGunAmmoItem = 0; // leaving the ammo item the same for auto-reloading purposes
// Play some effects!
usReloadSound = Weapon[ pWeapon->usItem ].sReloadSound;
if ( usReloadSound != 0 )
{
PlayJA2Sample( usReloadSound, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
pWeapon->ubWeight = CalculateObjectWeight( pWeapon );
return( TRUE );
}
else
{
return( FALSE );
}
}
/*
BOOLEAN ReloadLauncher( OBJECTTYPE * pLauncher, OBJECTTYPE * pAmmo )
{
BOOLEAN fOldAmmo;
OBJECTTYPE OldAmmo;
if (pLauncher->ubGunShotsLeft == 0)
{
fOldAmmo = FALSE;
}
else
{
if (pAmmo->ubNumberOfObjects > 1)
{
// can't do the swap out to the cursor
return( FALSE );
}
// otherwise temporarily store the launcher's old ammo
memset( &OldAmmo, 0, sizeof( OBJECTTYPE ));
fOldAmmo = TRUE;
OldAmmo.usItem = pLauncher->usGunAmmoItem;
OldAmmo.ubNumberOfObjects = 1;
OldAmmo.bStatus[0] = pLauncher->bGunAmmoStatus;
}
// put the new ammo in the gun
pLauncher->usGunAmmoItem = pAmmo->usItem;
pLauncher->ubGunShotsLeft = 1;
pLauncher->ubGunAmmoType = AMMO_GRENADE;
pLauncher->bGunAmmoStatus = pAmmo->bStatus[0];
if (fOldAmmo)
{
// copy the old ammo back to the item in the cursor
memcpy( pAmmo, &OldAmmo, sizeof( OBJECTTYPE ) );
}
else
{
// reduce the number of objects in the cursor by 1
RemoveObjs( pAmmo, 1 );
}
return( TRUE );
}
*/
INT8 FindAmmo( SOLDIERTYPE * pSoldier, UINT8 ubCalibre, UINT8 ubMagSize, INT8 bExcludeSlot )
{
INT8 bLoop;
INVTYPE * pItem;
for (bLoop = HANDPOS; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (bLoop == bExcludeSlot)
{
continue;
}
pItem = &(Item[pSoldier->inv[bLoop].usItem]);
if (pItem->usItemClass == IC_AMMO)
{
if (Magazine[pItem->ubClassIndex].ubCalibre == ubCalibre && (Magazine[pItem->ubClassIndex].ubMagSize == ubMagSize || ubMagSize == ANY_MAGSIZE))
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot )
{
OBJECTTYPE * pObj;
INT8 bSlot;
if (pSoldier == NULL)
{
return( NO_SLOT );
}
pObj = &(pSoldier->inv[bWeaponIn]);
//<SB> manual recharge
if (pObj->ubGunShotsLeft && !(pObj->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
return bWeaponIn;
//</SB>
if ( Item[pObj->usItem].usItemClass == IC_GUN && !Item[pObj->usItem].cannon )
{
// look for same ammo as before
bSlot = FindObjExcludingSlot( pSoldier, pObj->usGunAmmoItem, bExcludeSlot );
if (bSlot != NO_SLOT)
{
// reload using this ammo!
return( bSlot );
}
// look for any ammo that matches which is of the same calibre and magazine size
bSlot = FindAmmo( pSoldier, Weapon[pObj->usItem].ubCalibre, GetMagSize(pObj), bExcludeSlot );
if (bSlot != NO_SLOT)
{
return( bSlot );
}
else
{
// look for any ammo that matches which is of the same calibre (different size okay)
return( FindAmmo( pSoldier, Weapon[pObj->usItem].ubCalibre, ANY_MAGSIZE, bExcludeSlot ) );
}
}
else
{
for(int i=0;i<MAXITEMS;i++)
{
if ( Launchable[i][0] == 0 && Launchable[i][1] == 0)
break;
if ( pObj->usItem == Launchable[i][1] )
{
bSlot = FindObj( pSoldier, Launchable[i][0] );
if ( bSlot != NO_SLOT )
return bSlot;
}
}
return NO_SLOT;
//switch( pObj->usItem )
//{
// case RPG7: // TODO: madd fix this
// return( FindObjInObjRange( pSoldier, RPG_HE_ROCKET, RPG_FRAG_ROCKET ) );
// case MORTAR:
// return( FindObj( pSoldier, MORTAR_SHELL ) );
// case TANK_CANNON:
// return( FindObj( pSoldier, TANK_SHELL ) );
// case GLAUNCHER:
// case UNDER_GLAUNCHER:
// return( FindObjInObjRange( pSoldier, GL_HE_GRENADE, GL_SMOKE_GRENADE ) );
// default:
// return( NO_SLOT );
//}
}
}
BOOLEAN AutoReload( SOLDIERTYPE * pSoldier )
{
OBJECTTYPE *pObj, *pObj2;
INT8 bSlot, bAPCost;
BOOLEAN fRet;
CHECKF( pSoldier );
pObj = &(pSoldier->inv[HANDPOS]);
//<SB> manual recharge
if (pObj->ubGunShotsLeft && !(pObj->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
pObj->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
DeductPoints(pSoldier, Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually, 0);
PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if ( IsValidSecondHandShot( pSoldier ) )
{
pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
return TRUE;
}
else
{
if ( IsValidSecondHandShot( pSoldier ) )
{
pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if (pObj2->ubGunShotsLeft && !(pObj2->ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
pObj2->ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
DeductPoints(pSoldier, Weapon[Item[(pObj2)->usItem].ubClassIndex].APsToReloadManually, 0);
PlayJA2Sample( Weapon[ Item[pObj2->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
return TRUE;
}
}
}
//</SB>
if (Item[pObj->usItem].usItemClass == IC_GUN || Item[pObj->usItem].usItemClass == IC_LAUNCHER)
{
bSlot = FindAmmoToReload( pSoldier, HANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
{
// 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) && IsValidSecondHandShotForReloadingPurposes( pSoldier ) )
{
pObj = &(pSoldier->inv[SECONDHANDPOS]);
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( 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->name );
}
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
}
// couldn't reload
return( FALSE );
}
INT8 GetAttachmentComboMerge( OBJECTTYPE * pObj )
{
INT8 bIndex = 0;
INT8 bAttachLoop, bAttachPos;
while( AttachmentComboMerge[ bIndex ].usItem != NOTHING )
{
if ( pObj->usItem == AttachmentComboMerge[ bIndex ].usItem )
{
// search for all the appropriate attachments
for ( bAttachLoop = 0; bAttachLoop < 2; bAttachLoop++ )
{
if ( AttachmentComboMerge[ bIndex ].usAttachment[ bAttachLoop ] == NOTHING )
{
continue;
}
bAttachPos = FindAttachment( pObj, AttachmentComboMerge[ bIndex ].usAttachment[ bAttachLoop ] );
if ( bAttachPos == -1 )
{
// didn't find something required
return( -1 );
}
}
// found everything required!
return( bIndex );
}
bIndex++;
}
return( -1 );
}
void PerformAttachmentComboMerge( OBJECTTYPE * pObj, INT8 bAttachmentComboMerge )
{
INT8 bAttachLoop, bAttachPos;
UINT32 uiStatusTotal = 0;
INT8 bNumStatusContributors = 0;
// This object has been validated as available for an attachment combo merge.
// - find all attachments in list and destroy them
// - status of new object should be average of items including attachments
// - change object
for ( bAttachLoop = 0; bAttachLoop < 2; bAttachLoop++ )
{
if ( AttachmentComboMerge[ bAttachmentComboMerge ].usAttachment[ bAttachLoop ] == NOTHING )
{
continue;
}
bAttachPos = FindAttachment( pObj, AttachmentComboMerge[ bAttachmentComboMerge ].usAttachment[ bAttachLoop ] );
AssertMsg( bAttachPos != -1, String( "Attachment combo merge couldn't find a necessary attachment" ) );
uiStatusTotal += pObj->bAttachStatus[ bAttachPos ];
bNumStatusContributors++;
pObj->usAttachItem[ bAttachPos ] = NOTHING;
pObj->bAttachStatus[ bAttachPos ] = 0;
}
uiStatusTotal += pObj->bStatus[ 0 ];
bNumStatusContributors++;
pObj->usItem = AttachmentComboMerge[ bAttachmentComboMerge ].usResult;
pObj->bStatus[ 0 ] = (INT8) (uiStatusTotal / bNumStatusContributors );
}
BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYPE * pAttachment )
{
return AttachObject( pSoldier, pTargetObj, pAttachment, TRUE );
}
BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYPE * pAttachment, BOOLEAN playSound )
{
INT8 bAttachPos, bSecondAttachPos;//, bAbility, bSuccess;
UINT16 usResult;
INT8 bLoop;
UINT8 ubType, ubLimit;
INT32 iCheckResult;
INT8 bAttachInfoIndex = -1, bAttachComboMerge;
BOOLEAN fValidLaunchable = FALSE;
fValidLaunchable = ValidLaunchable( pAttachment->usItem, pTargetObj->usItem );
if ( fValidLaunchable || ValidItemAttachment( pTargetObj, pAttachment->usItem, TRUE ) )
{
OBJECTTYPE TempObj = {0};
// find an attachment position...
// second half of this 'if' is for attaching GL grenades to a gun
if ( fValidLaunchable || Item[pAttachment->usItem].glgrenade )
{
// try replacing if possible
bAttachPos = FindAttachmentByClass( pTargetObj, Item[ pAttachment->usItem ].usItemClass );
if ( bAttachPos != NO_SLOT )
{
// we can only do a swap if there is only 1 grenade being attached
if ( pAttachment->ubNumberOfObjects > 1 )
{
return( FALSE );
}
}
else
{
bAttachPos = FindAttachment( pTargetObj, NOTHING );
}
}
else
{
// try replacing if possible
bAttachPos = FindAttachment( pTargetObj, pAttachment->usItem );
if ( bAttachPos == NO_SLOT )
{
bAttachPos = FindAttachment( pTargetObj, NOTHING );
}
}
if (bAttachPos == ITEM_NOT_FOUND)
{
return( FALSE );
}
else
{
if ( pSoldier )
{
bAttachInfoIndex = GetAttachmentInfoIndex( pAttachment->usItem );
// in-game (not behind the scenes) attachment
if ( bAttachInfoIndex != -1 && AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheck != NO_CHECK )
{
iCheckResult = SkillCheck( pSoldier, AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheck, AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheckMod );
if (iCheckResult < 0)
{
// the attach failure damages both items
DamageObj( pTargetObj, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
// there should be a quote here!
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
DeleteItemDescriptionBox();
}
return( FALSE );
}
}
if ( ValidItemAttachment( pTargetObj, pAttachment->usItem, TRUE ) && playSound ) // not launchable
{
// attachment sounds
if ( Item[ pTargetObj->usItem ].usItemClass & IC_WEAPON )
{
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ pTargetObj->usItem ].usItemClass & IC_ARMOUR )
{
PlayJA2Sample( ATTACH_CERAMIC_PLATES, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ pTargetObj->usItem ].usItemClass & IC_BOMB )
{
PlayJA2Sample( ATTACH_DETONATOR, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
if ( pTargetObj->usAttachItem[ bAttachPos ] != NOTHING )
{
CreateItem( pTargetObj->usAttachItem[bAttachPos], pTargetObj->bAttachStatus[bAttachPos], &TempObj );
}
pTargetObj->usAttachItem[bAttachPos] = pAttachment->usItem;
pTargetObj->bAttachStatus[bAttachPos] = pAttachment->bStatus[0];
if (Item[pAttachment->usItem].grenadelauncher )
{
// transfer any attachment (max 1) from the grenade launcher to the gun
if (pAttachment->usAttachItem[0] != NOTHING)
{
bSecondAttachPos = FindAttachment( pTargetObj, NOTHING );
if (bSecondAttachPos == ITEM_NOT_FOUND)
{
// not enough room for all attachments - cancel!!
pTargetObj->usAttachItem[bAttachPos] = NOTHING;
pTargetObj->bAttachStatus[bAttachPos] = 0;
return( FALSE );
}
else
{
pTargetObj->usAttachItem[bSecondAttachPos] = pAttachment->usAttachItem[0];
pTargetObj->bAttachStatus[bSecondAttachPos] = pAttachment->bAttachStatus[0];
pAttachment->usAttachItem[0] = NOTHING;
pAttachment->bAttachStatus[0] = 0;
}
}
}
if ( TempObj.usItem != NOTHING )
{
// overwrite/swap!
CopyObj( &TempObj, pAttachment );
}
else
{
RemoveObjs( pAttachment, 1 );
}
// Check for attachment merge combos here
bAttachComboMerge = GetAttachmentComboMerge( pTargetObj );
if ( bAttachComboMerge != -1 )
{
PerformAttachmentComboMerge( pTargetObj, bAttachComboMerge );
if ( bAttachInfoIndex != -1 && AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheckMod < 20 )
{
StatChange( pSoldier, MECHANAMT, (INT8) ( 20 - AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheckMod ), FALSE );
StatChange( pSoldier, WISDOMAMT, (INT8) ( 20 - AttachmentInfo[ bAttachInfoIndex ].bAttachmentSkillCheckMod ), FALSE );
}
}
pTargetObj->ubWeight = CalculateObjectWeight( pTargetObj );
if ( pSoldier != NULL )
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
}
// check for merges
else if (EvaluateValidMerge( pAttachment->usItem, pTargetObj->usItem, &usResult, &ubType ))
{
if ( ubType != COMBINE_POINTS )
{
if ( !EnoughPoints( pSoldier, AP_MERGE, 0, TRUE ) )
{
return( FALSE );
}
DeductPoints( pSoldier, AP_MERGE, 0 );
}
switch( ubType )
{
case USE_ITEM:
case USE_ITEM_HARD:
// the merge will combine the two items
if ( pSoldier )
{
if ( ubType == USE_ITEM_HARD )
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ITEM_CHECK, -30 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( pTargetObj, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
}
pTargetObj->usItem = usResult;
//AutoPlaceObject( pAttachment );
pTargetObj->ubWeight = CalculateObjectWeight( pTargetObj );
if (pSoldier->bTeam == gbPlayerNum)
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
return TRUE;
}
else
return FALSE;
case COMBINE_POINTS:
// transfer points...
if ( Item[ pTargetObj->usItem ].usItemClass == IC_AMMO )
{
ubLimit = Magazine[ Item[ pTargetObj->usItem ].ubClassIndex ].ubMagSize;
}
else
{
ubLimit = 100;
}
// count down through # of attaching items and add to status of item in position 0
for (bLoop = pAttachment->ubNumberOfObjects - 1; bLoop >= 0; bLoop--)
{
if (pTargetObj->bStatus[0] + pAttachment->bStatus[bLoop] <= ubLimit)
{
// consume this one totally and continue
pTargetObj->bStatus[0] += pAttachment->bStatus[bLoop];
RemoveObjFrom( pAttachment, bLoop );
// reset loop limit
bLoop = pAttachment->ubNumberOfObjects; // add 1 to counteract the -1 from the loop
}
else
{
// add part of this one and then we're done
pAttachment->bStatus[bLoop] -= (ubLimit - pTargetObj->bStatus[0]);
pTargetObj->bStatus[0] = ubLimit;
break;
}
}
break;
case DESTRUCTION:
// the merge destroyed both items!
DeleteObj( pTargetObj );
DeleteObj( pAttachment );
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
break;
case ELECTRONIC_MERGE:
if ( pSoldier )
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, -30 );
if ( iCheckResult < 0 )
{
DamageObj( pTargetObj, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
return( FALSE );
}
// grant experience!
}
// fall through
case EXPLOSIVE:
if ( ubType == EXPLOSIVE ) /// coulda fallen through
{
if (pSoldier)
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, -30 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( pTargetObj, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, EXPLODEAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
}
}
// fall through
default:
// the merge will combine the two items
pTargetObj->usItem = usResult;
if ( ubType != TREAT_ARMOUR )
{
pTargetObj->bStatus[0] = (pTargetObj->bStatus[0] + pAttachment->bStatus[0]) / 2;
}
DeleteObj( pAttachment );
pTargetObj->ubWeight = CalculateObjectWeight( pTargetObj );
if (pSoldier && pSoldier->bTeam == gbPlayerNum)
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
break;
}
return( TRUE );
}
return( FALSE );
}
BOOLEAN CanItemFitInPosition( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 bPos, BOOLEAN fDoingPlacement )
{
UINT8 ubSlotLimit;
INT8 bNewPos;
switch( bPos )
{
case SECONDHANDPOS:
// if (Item[pSoldier->inv[HANDPOS].usItem].fFlags & ITEM_TWO_HANDED)
if (Item[pSoldier->inv[HANDPOS].usItem].twohanded )
{
return( FALSE );
}
break;
case HANDPOS:
// if (Item[ pObj->usItem ].fFlags & ITEM_TWO_HANDED)
if (Item[ pObj->usItem ].twohanded )
{
if (pSoldier->inv[HANDPOS].usItem != NOTHING && pSoldier->inv[SECONDHANDPOS].usItem != NOTHING)
{
// two items in hands; try moving the second one so we can swap
if (Item[pSoldier->inv[SECONDHANDPOS].usItem].ubPerPocket == 0)
{
bNewPos = FindEmptySlotWithin( pSoldier, BIGPOCK1POS, BIGPOCK4POS );
}
else
{
bNewPos = FindEmptySlotWithin( pSoldier, BIGPOCK1POS, SMALLPOCK8POS );
}
if (bNewPos == NO_SLOT)
{
// nowhere to put second item
return( FALSE );
}
if ( fDoingPlacement )
{
// otherwise move it.
CopyObj( &(pSoldier->inv[SECONDHANDPOS]), &(pSoldier->inv[bNewPos]) );
DeleteObj( &(pSoldier->inv[SECONDHANDPOS]) );
}
}
}
break;
case VESTPOS:
case HELMETPOS:
case LEGPOS:
if (Item[pObj->usItem].usItemClass != IC_ARMOUR)
{
return( FALSE );
}
switch (bPos)
{
case VESTPOS:
if (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass != ARMOURCLASS_VEST)
{
return( FALSE );
}
break;
case HELMETPOS:
if (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass != ARMOURCLASS_HELMET)
{
return( FALSE );
}
break;
case LEGPOS:
if (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass != ARMOURCLASS_LEGGINGS)
{
return( FALSE );
}
break;
default:
break;
}
break;
case HEAD1POS:
case HEAD2POS:
if (Item[pObj->usItem].usItemClass != IC_FACE)
{
return( FALSE );
}
default:
break;
}
ubSlotLimit = ItemSlotLimit( pObj->usItem, bPos );
if (ubSlotLimit == 0 && bPos >= SMALLPOCK1POS )
{
// doesn't fit!
return( FALSE );
}
return( TRUE );
}
BOOLEAN DropObjIfThereIsRoom( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
{
// try autoplacing item in bSlot elsewhere, then do a placement
BOOLEAN fAutoPlacedOld;
fAutoPlacedOld = AutoPlaceObject( pSoldier, &(pSoldier->inv[bPos]), FALSE );
if ( fAutoPlacedOld )
{
return( PlaceObject( pSoldier, bPos, pObj ) );
}
else
{
return( FALSE );
}
}
BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
{
// returns object to have in hand after placement... same as original in the
// case of error
UINT8 ubSlotLimit, ubNumberToDrop, ubLoop;
OBJECTTYPE * pInSlot;
BOOLEAN fObjectWasRobotRemote = FALSE;
if ( Item[pObj->usItem].robotremotecontrol )
{
fObjectWasRobotRemote = TRUE;
}
if ( !CanItemFitInPosition( pSoldier, pObj, bPos, TRUE ) )
{
return( FALSE );
}
// If the position is either head slot, then the item must be IC_FACE (checked in
// CanItemFitInPosition).
if ( bPos == HEAD1POS )
{
if ( !CompatibleFaceItem( pObj->usItem, pSoldier->inv[ HEAD2POS ].usItem ) )
{
UINT16 zTemp[ 150 ];
swprintf( zTemp, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ pObj->usItem ], ItemNames[ pSoldier->inv[ HEAD2POS ].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
return( FALSE );
}
}
else if ( bPos == HEAD2POS )
{
if ( !CompatibleFaceItem( pObj->usItem, pSoldier->inv[ HEAD1POS ].usItem ) )
{
UINT16 zTemp[ 150 ];
swprintf( zTemp, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ pObj->usItem ], ItemNames[ pSoldier->inv[ HEAD1POS ].usItem ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
return( FALSE );
}
}
if ( Item[ pObj->usItem ].usItemClass == IC_KEY && pSoldier->uiStatusFlags & SOLDIER_PC )
{
if ( KeyTable[ pObj->ubKeyID ].usDateFound == 0 )
{
KeyTable[ pObj->ubKeyID ].usDateFound = (UINT16) GetWorldDay();
KeyTable[ pObj->ubKeyID ].usSectorFound = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
}
}
// Lesh: bugfix - replacing weapon in auto with another weapon w/o auto-mode
if (bPos == HANDPOS && Item[ pObj->usItem ].usItemClass == IC_GUN)
{
//Madd: added code for nosemiauto tag
if (!Weapon[ Item[pObj->usItem].ubClassIndex ].NoSemiAuto)
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = FALSE;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoBurst = TRUE;
pSoldier->bDoAutofire = TRUE;
}
}
// Lesh: end
ubSlotLimit = ItemSlotLimit( pObj->usItem, bPos );
pInSlot = &(pSoldier->inv[bPos]);
if (pInSlot->ubNumberOfObjects == 0)
{
// placement in an empty slot
ubNumberToDrop = pObj->ubNumberOfObjects;
if (ubNumberToDrop > __max( ubSlotLimit, 1 ) )
{
// drop as many as possible into pocket
ubNumberToDrop = __max( ubSlotLimit, 1 );
}
// could be wrong type of object for slot... need to check...
// but assuming it isn't
memcpy( pInSlot, pObj, sizeof( OBJECTTYPE ) );
/*
//if we are in the shopkeeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
SetSkiCursor( CURSOR_NORMAL );
}
*/
if (ubNumberToDrop != pObj->ubNumberOfObjects)
{
// in the InSlot copy, zero out all the objects we didn't drop
for (ubLoop = ubNumberToDrop; ubLoop < pObj->ubNumberOfObjects; ubLoop++)
{
pInSlot->bStatus[ubLoop] = 0;
}
}
pInSlot->ubNumberOfObjects = ubNumberToDrop;
// remove a like number of objects from pObj
RemoveObjs( pObj, ubNumberToDrop );
if (pObj->ubNumberOfObjects == 0)
{
// dropped everything
// if (bPos == HANDPOS && Item[pInSlot->usItem].fFlags & ITEM_TWO_HANDED)
if (bPos == HANDPOS && Item[pInSlot->usItem].twohanded )
{
// We just performed a successful drop of a two-handed object into the
// main hand
if (pSoldier->inv[SECONDHANDPOS].usItem != 0)
{
// swap what WAS in the second hand into the cursor
SwapObjs( pObj, &(pSoldier->inv[SECONDHANDPOS]));
}
}
}
}
else
{
// replacement/reloading/merging/stacking
// keys have an additional check for key ID being the same
if ( (pObj->usItem == pInSlot->usItem) && ( Item[ pObj->usItem ].usItemClass != IC_KEY || pObj->ubKeyID == pInSlot->ubKeyID ) )
{
if (Item[ pObj->usItem ].usItemClass == IC_MONEY)
{
UINT32 uiMoneyMax = MoneySlotLimit( bPos );
// always allow money to be combined!
// IGNORE STATUS!
if (pInSlot->uiMoneyAmount + pObj->uiMoneyAmount > uiMoneyMax)
{
// remove X dollars
pObj->uiMoneyAmount -= (uiMoneyMax - pInSlot->uiMoneyAmount);
// set in slot to maximum
pInSlot->uiMoneyAmount = uiMoneyMax;
}
else
{
pInSlot->uiMoneyAmount += pObj->uiMoneyAmount;
DeleteObj( pObj );
/*
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
SetSkiCursor( CURSOR_NORMAL );
}
*/
}
}
else if ( ubSlotLimit == 1 || (ubSlotLimit == 0 && bPos >= HANDPOS && bPos <= BIGPOCK4POS ) )
{
if (pObj->ubNumberOfObjects <= 1)
{
// swapping
SwapObjs( pObj, pInSlot );
}
else
{
return( DropObjIfThereIsRoom( pSoldier, bPos, pObj ) );
}
}
else if (ubSlotLimit == 0) // trying to drop into a small pocket
{
return( DropObjIfThereIsRoom( pSoldier, bPos, pObj ) );
}
else
{
// stacking
ubNumberToDrop = ubSlotLimit - pInSlot->ubNumberOfObjects;
if (ubNumberToDrop > pObj->ubNumberOfObjects)
{
ubNumberToDrop = pObj->ubNumberOfObjects;
}
StackObjs( pObj, pInSlot, ubNumberToDrop );
}
}
else
{
// replacement, unless reloading...
switch (Item[pInSlot->usItem].usItemClass)
{
case IC_GUN:
if (Item[pObj->usItem].usItemClass == IC_AMMO)
{
if (Weapon[pInSlot->usItem].ubCalibre == Magazine[Item[pObj->usItem].ubClassIndex].ubCalibre)
{
// reload...
return( ReloadGun( pSoldier, pInSlot, pObj ) );
}
else
{
// invalid ammo
break;
//return( FALSE );
}
}
break;
case IC_LAUNCHER:
{
if ( ValidLaunchable( pObj->usItem, pInSlot->usItem ) )
{
// reload...
return( ReloadGun( pSoldier, pInSlot, pObj ) );
}
}
break;
}
// if ( (Item[pObj->usItem].fFlags & ITEM_TWO_HANDED) && (bPos == HANDPOS) )
if ( (Item[pObj->usItem].twohanded ) && (bPos == HANDPOS) )
{
if (pSoldier->inv[SECONDHANDPOS].usItem != 0)
{
// both pockets have something in them, so we can't swap
return( FALSE );
}
else
{
SwapObjs( pObj, pInSlot );
}
}
else if (pObj->ubNumberOfObjects <= __max( ubSlotLimit, 1 ) )
{
// swapping
SwapObjs( pObj, pInSlot );
}
else
{
return( DropObjIfThereIsRoom( pSoldier, bPos, pObj ) );
}
}
}
// ATE: Put this in to see if we should update the robot, if we were given a controller...
if ( pSoldier->bTeam == gbPlayerNum && fObjectWasRobotRemote )
{
UpdateRobotControllerGivenController( pSoldier );
}
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
BOOLEAN InternalAutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot )
{
INT8 bSlot;
INVTYPE * pItem;
UINT8 ubPerSlot;
// statuses of extra objects would be 0 if the # exceeds the maximum
Assert( pObj->ubNumberOfObjects <= MAX_OBJECTS_PER_SLOT);
pItem = &(Item[pObj->usItem]);
ubPerSlot = pItem->ubPerPocket;
// Overrides to the standard system: put guns in hand, armour on body (if slot empty)
switch (pItem->usItemClass)
{
case IC_GUN:
case IC_BLADE:
case IC_LAUNCHER:
case IC_BOMB:
case IC_GRENADE:
// if (!(pItem->fFlags & ITEM_TWO_HANDED))
if (!(pItem->twohanded))
{
if (pSoldier->inv[HANDPOS].usItem == NONE)
{
// put the one-handed weapon in the guy's hand...
PlaceObject( pSoldier, HANDPOS, pObj );
SetNewItem( pSoldier, HANDPOS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
// else if ( !(Item[pSoldier->inv[HANDPOS].usItem].fFlags & ITEM_TWO_HANDED) && pSoldier->inv[SECONDHANDPOS].usItem == NONE)
else if ( !(Item[pSoldier->inv[HANDPOS].usItem].twohanded ) && pSoldier->inv[SECONDHANDPOS].usItem == NONE)
{
// put the one-handed weapon in the guy's 2nd hand...
PlaceObject( pSoldier, SECONDHANDPOS, pObj );
SetNewItem( pSoldier, SECONDHANDPOS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
}
// two-handed objects are best handled in the main loop for large objects,
// which checks the hands first anyhow
break;
case IC_ARMOUR:
switch (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass)
{
case ARMOURCLASS_VEST:
if (pSoldier->inv[VESTPOS].usItem == NONE)
{
// put on the armour!
PlaceObject( pSoldier, VESTPOS, pObj );
SetNewItem( pSoldier, VESTPOS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
break;
case ARMOURCLASS_LEGGINGS:
if (pSoldier->inv[LEGPOS].usItem == NONE)
{
// put on the armour!
PlaceObject( pSoldier, LEGPOS, pObj );
SetNewItem( pSoldier, LEGPOS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
break;
case ARMOURCLASS_HELMET:
if (pSoldier->inv[HELMETPOS].usItem == NONE)
{
// put on the armour!
PlaceObject( pSoldier, HELMETPOS, pObj );
SetNewItem( pSoldier, HELMETPOS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
break;
default:
break;
}
// otherwise stuff it in a slot somewhere
break;
case IC_FACE:
if ( (pSoldier->inv[HEAD1POS].usItem == NOTHING) && CompatibleFaceItem( pObj->usItem, pSoldier->inv[HEAD2POS].usItem ) )
{
PlaceObject( pSoldier, HEAD1POS, pObj );
SetNewItem( pSoldier, HEAD1POS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
else if ( (pSoldier->inv[HEAD2POS].usItem == NOTHING) && CompatibleFaceItem( pObj->usItem, pSoldier->inv[HEAD1POS].usItem ) )
{
PlaceObject( pSoldier, HEAD2POS, pObj );
SetNewItem( pSoldier, HEAD2POS, fNewItem );
if ( pObj->ubNumberOfObjects == 0 )
{
return( TRUE );
}
}
break;
default:
break;
}
if (ubPerSlot == 0)
{
// Large object; look for an empty hand/large pocket and dump it in there
// FindObjWithin with 0 will search for empty slots!
// Madd
//bSlot = HANDPOS;
//while (1)
for( bSlot = HANDPOS; bSlot <= BIGPOCK4POS; bSlot++)
{
bSlot = FindEmptySlotWithin( pSoldier, bSlot, BIGPOCK4POS );
if (bSlot == ITEM_NOT_FOUND)
{
return( FALSE );
}
if (bSlot == SECONDHANDPOS)
{
if (pSoldier->inv[HANDPOS].usItem != NONE)
{
// bSlot++;
continue;
}
}
// this might fail if we're trying to place in HANDPOS,
// and SECONDHANDPOS is full
PlaceObject( pSoldier, bSlot, pObj );
SetNewItem( pSoldier, bSlot, fNewItem );
if (pObj->ubNumberOfObjects == 0)
{
return( TRUE );
}
// bSlot++;
}
}
else
{
// Small items; don't allow stack/dumping for keys right now as that
// would require a bunch of functions for finding the same object by two values...
if ( ubPerSlot > 1 || Item[ pObj->usItem ].usItemClass == IC_KEY || Item[ pObj->usItem ].usItemClass == IC_MONEY )
{
// First, look for slots with the same object, and dump into them.
bSlot = HANDPOS;
while (1)
{
bSlot = FindObjWithin( pSoldier, pObj->usItem, bSlot, SMALLPOCK8POS );
if (bSlot == ITEM_NOT_FOUND)
{
break;
}
if ( bSlot != bExcludeSlot )
{
if ( ( (Item[ pObj->usItem ].usItemClass == IC_MONEY) && pSoldier->inv[ bSlot ].uiMoneyAmount < MoneySlotLimit( bSlot ) ) || (Item[ pObj->usItem ].usItemClass != IC_MONEY && pSoldier->inv[bSlot].ubNumberOfObjects < ItemSlotLimit( pObj->usItem, bSlot ) ) )
{
// NEW: If in SKI, don't auto-place anything into a stackable slot that's currently hatched out! Such slots
// will disappear in their entirety if sold/moved, causing anything added through here to vanish also!
if( !( ( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) && ShouldSoldierDisplayHatchOnItem( pSoldier->ubProfile, bSlot ) ) )
{
PlaceObject( pSoldier, bSlot, pObj );
SetNewItem( pSoldier, bSlot, fNewItem );
if (pObj->ubNumberOfObjects == 0)
{
return( TRUE );
}
}
}
}
bSlot++;
}
}
// Search for empty slots to dump into, starting with small pockets
bSlot = SMALLPOCK1POS;
while( 1 )
{
bSlot = FindEmptySlotWithin( pSoldier, bSlot, SMALLPOCK8POS );
if (bSlot == ITEM_NOT_FOUND)
{
break;
}
PlaceObject( pSoldier, bSlot, pObj );
SetNewItem( pSoldier, bSlot, fNewItem );
if (pObj->ubNumberOfObjects == 0)
{
return( TRUE );
}
bSlot++;
}
// now check hands/large pockets
bSlot = HANDPOS;
while (1)
{
bSlot = FindEmptySlotWithin( pSoldier, bSlot, BIGPOCK4POS );
if (bSlot == ITEM_NOT_FOUND)
{
break;
}
PlaceObject( pSoldier, bSlot, pObj );
SetNewItem( pSoldier, bSlot, fNewItem );
if (pObj->ubNumberOfObjects == 0)
{
return( TRUE );
}
bSlot++;
}
}
return( FALSE );
}
BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem )
{
return( InternalAutoPlaceObject( pSoldier, pObj, fNewItem, NO_SLOT ) );
}
BOOLEAN RemoveObjectFromSlot( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
{
CHECKF( pObj );
if (pSoldier->inv[bPos].ubNumberOfObjects == 0)
{
return( FALSE );
}
else
{
memcpy( pObj, &(pSoldier->inv[bPos]), sizeof( OBJECTTYPE ) );
DeleteObj( &(pSoldier->inv[bPos]) );
return( TRUE );
}
}
BOOLEAN RemoveKeyFromSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj )
{
UINT8 ubItem = 0;
CHECKF( pObj );
if( ( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 ) || ( pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID == INVALID_KEY_NUMBER ) )
{
return( FALSE );
}
else
{
//memcpy( pObj, &(pSoldier->inv[bPos]), sizeof( OBJECTTYPE ) );
// create an object
ubItem = pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID;
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber > 1 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber--;
}
else
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = 0;
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = INVALID_KEY_NUMBER;
}
return( CreateKeyObject( pObj, 1, ubItem ) );
}
return( FALSE );
}
BOOLEAN RemoveKeysFromSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, UINT8 ubNumberOfKeys ,OBJECTTYPE * pObj )
{
UINT8 ubItems = 0;
CHECKF( pObj );
if( ( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 ) || ( pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID == INVALID_KEY_NUMBER ) )
{
return( FALSE );
}
else
{
//memcpy( pObj, &(pSoldier->inv[bPos]), sizeof( OBJECTTYPE ) );
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber < ubNumberOfKeys )
{
ubNumberOfKeys = pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber;
}
ubItems = pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID;
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber - ubNumberOfKeys > 0 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber--;
}
else
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = 0;
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = INVALID_KEY_NUMBER;
}
// create an object
return( CreateKeyObject( pObj, ubNumberOfKeys, ubItems ) );
}
}
// return number added
UINT8 AddKeysToSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj )
{
UINT8 ubNumberNotAdded = 0;
if ( pSoldier->uiStatusFlags & SOLDIER_PC ) // redundant but what the hey
{
if ( KeyTable[ pObj->ubKeyID ].usDateFound == 0 )
{
KeyTable[ pObj->ubKeyID ].usDateFound = (UINT16) GetWorldDay();
KeyTable[ pObj->ubKeyID ].usSectorFound = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
}
}
// check if we are going to far
if ( ( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber + pObj->ubNumberOfObjects ) > Item[ pObj->usItem ].ubPerPocket )
{
// only take what we can
ubNumberNotAdded = pObj->ubNumberOfObjects - ( Item[ pObj->usItem ].ubPerPocket - pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber );
// set to max
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = Item[ pObj->usItem ].ubPerPocket;
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = pObj->ubKeyID;
}
// return number used
return( pObj->ubNumberOfObjects - ubNumberNotAdded );
}
else
{
// check
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = pObj->ubKeyID;
}
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber += pObj->ubNumberOfObjects;
}
return( pObj->ubNumberOfObjects );
}
UINT8 SwapKeysToSlot( SOLDIERTYPE * pSoldier, INT8 bKeyRingPosition, OBJECTTYPE * pObj )
{
// swap keys in keyring slot and keys in pocket
UINT8 ubNumberNotAdded = 0;
OBJECTTYPE TempObj;
// create temp object to hold keys currently in key ring slot
CreateKeyObject( &TempObj, pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber, pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID );
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = pObj->ubNumberOfObjects;
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = pObj->ubKeyID;
// swap params?
CopyObj( &TempObj, pObj );
return( 1 );
}
BOOLEAN CreateKeyObject( OBJECTTYPE * pObj , UINT8 ubNumberOfKeys, UINT8 ubKeyID )
{
BOOLEAN fRet;
fRet = CreateItems( (UINT16) (FIRST_KEY + LockTable[ ubKeyID ].usKeyItem), 100, ubNumberOfKeys, pObj );
if (fRet)
{
pObj->ubKeyID = ubKeyID;
}
//fRet = CreateItems( (UINT16)(ubKeyIdValue + FIRST_KEY) , 100, ubNumberOfKeys, pObj )
//return( );
return( fRet );
}
BOOLEAN AllocateObject( OBJECTTYPE **pObj )
{
// create a key object
*pObj = (OBJECTTYPE *) MemAlloc( sizeof( OBJECTTYPE ) );
Assert( pObj );
return( TRUE );
}
BOOLEAN DeleteKeyObject( OBJECTTYPE * pObj )
{
if( pObj == FALSE )
{
return( FALSE );
}
// free up space
MemFree( pObj );
return( TRUE );
}
UINT16 TotalPoints( OBJECTTYPE * pObj )
{
UINT16 usPoints = 0;
UINT8 ubLoop;
for (ubLoop = 0; ubLoop < pObj->ubNumberOfObjects; ubLoop++)
{
usPoints += pObj->bStatus[ubLoop];
}
return( usPoints );
}
UINT16 UseKitPoints( OBJECTTYPE * pObj, UINT16 usPoints, SOLDIERTYPE *pSoldier )
{
// start consuming from the last kit in, so we end up with fewer fuller kits rather than
// lots of half-empty ones.
INT8 bLoop;
UINT16 usOriginalPoints = usPoints;
for (bLoop = pObj->ubNumberOfObjects - 1; bLoop >= 0; bLoop--)
{
if (usPoints < (UINT16) pObj->bStatus[bLoop])
{
if ( Item[pObj->usItem].percentstatusdrainreduction > 0 )
pObj->bStatus[bLoop] -= (INT8) ((usPoints * (100 - Item[pObj->usItem].percentstatusdrainreduction ) )/100);
else
pObj->bStatus[bLoop] -= (INT8) usPoints;
return( usOriginalPoints );
}
else
{
// consume this kit totally
usPoints -= pObj->bStatus[bLoop];
pObj->bStatus[bLoop] = 0;
pObj->ubNumberOfObjects--;
}
}
// check if pocket/hand emptied..update inventory, then update panel
if( pObj->ubNumberOfObjects == 0 )
{
// Delete object
DeleteObj( pObj );
// dirty interface panel
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
return( usOriginalPoints - usPoints );
}
#ifdef PATHAI_VISIBLE_DEBUG
extern BOOLEAN gfDrawPathPoints;
void DoChrisTest( SOLDIERTYPE * pSoldier )
{
// GenerateMapEdgepoints();
//gfDrawPathPoints = !gfDrawPathPoints;
//gfDrawPathPoints = TRUE;
//GlobalReachableTest( pSoldier->sGridNo );
//gfDrawPathPoints = FALSE;
}
#else
#ifdef AI_TIMING_TESTS
extern UINT32 guiGreenTimeTotal, guiYellowTimeTotal, guiRedTimeTotal, guiBlackTimeTotal;
extern UINT32 guiGreenCounter, guiYellowCounter, guiRedCounter, guiBlackCounter;
extern UINT32 guiRedSeekTimeTotal, guiRedHelpTimeTotal, guiRedHideTimeTotal;
extern UINT32 guiRedSeekCounter, guiRedHelpCounter; guiRedHideCounter;
#endif
void DoChrisTest( SOLDIERTYPE * pSoldier )
{
/*
UINT32 uiLoop;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
if ( MercSlots[ uiLoop ] && MercSlots[ uiLoop ]->bTeam == ENEMY_TEAM )
{
if ( MercSlots[ uiLoop ]->ubSkillTrait1 == NIGHTOPS )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Soldier %d has nightops 1", MercSlots[ uiLoop ]->ubID ) );
}
if ( MercSlots[ uiLoop ]->ubSkillTrait2 == NIGHTOPS )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Soldier %d has nightops 2", MercSlots[ uiLoop ]->ubID ) );
}
if ( MercSlots[ uiLoop ]->inv[ HEAD1POS ].usItem != NOTHING )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "%S", ItemNames[ MercSlots[ uiLoop ]->inv[ HEAD1POS ].usItem ] ) );
}
if ( MercSlots[ uiLoop ]->inv[ HEAD2POS ].usItem != NOTHING )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "%S", ItemNames[ MercSlots[ uiLoop ]->inv[ HEAD2POS ].usItem ] ) );
}
}
}
*/
UINT32 uiLoop;
for ( uiLoop = 0; uiLoop <= HISTORY_MERC_KILLED_CHARACTER; uiLoop++ )
{
switch( uiLoop )
{
case HISTORY_FOUND_MONEY:
case HISTORY_ASSASSIN:
case HISTORY_DISCOVERED_TIXA:
case HISTORY_DISCOVERED_ORTA:
case HISTORY_GOT_ROCKET_RIFLES:
case HISTORY_DEIDRANNA_DEAD_BODIES:
case HISTORY_BOXING_MATCHES:
case HISTORY_SOMETHING_IN_MINES:
case HISTORY_DEVIN:
case HISTORY_MIKE:
case HISTORY_TONY:
case HISTORY_KROTT:
case HISTORY_KYLE:
case HISTORY_MADLAB:
case HISTORY_GABBY:
case HISTORY_KEITH_OUT_OF_BUSINESS:
case HISTORY_HOWARD_CYANIDE:
case HISTORY_KEITH:
case HISTORY_HOWARD:
case HISTORY_PERKO:
case HISTORY_SAM:
case HISTORY_FRANZ:
case HISTORY_ARNOLD:
case HISTORY_FREDO:
case HISTORY_RICHGUY_BALIME:
case HISTORY_JAKE:
case HISTORY_BUM_KEYCARD:
case HISTORY_WALTER:
case HISTORY_DAVE:
case HISTORY_PABLO:
case HISTORY_KINGPIN_MONEY:
//VARIOUS BATTLE CONDITIONS
case HISTORY_LOSTTOWNSECTOR:
case HISTORY_DEFENDEDTOWNSECTOR:
case HISTORY_LOSTBATTLE:
case HISTORY_WONBATTLE:
case HISTORY_FATALAMBUSH:
case HISTORY_WIPEDOUTENEMYAMBUSH:
case HISTORY_UNSUCCESSFULATTACK:
case HISTORY_SUCCESSFULATTACK:
case HISTORY_CREATURESATTACKED:
case HISTORY_KILLEDBYBLOODCATS:
case HISTORY_SLAUGHTEREDBLOODCATS:
case HISTORY_GAVE_CARMEN_HEAD:
case HISTORY_SLAY_MYSTERIOUSLY_LEFT:
AddHistoryToPlayersLog( (UINT8) uiLoop, 0, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
break;
default:
break;
}
}
/*
UINT32 uiEntryTime, uiExitTime;
UINT32 uiLoop;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
if ( MercSlots[ uiLoop ] && MercSlots[ uiLoop ]->bTeam == CIV_TEAM )
{
pSoldier = MercSlots[ uiLoop ];
if ( ExtractScheduleEntryAndExitInfo( pSoldier, &uiEntryTime, &uiExitTime ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Civ %d enters at %ld, exits at %ld", pSoldier->ubID, uiEntryTime, uiExitTime );
}
}
}
*/
/*
UINT32 uiLoop;
for ( uiLoop = 0; uiLoop <= 4; uiLoop++ )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Team %d has %d people", uiLoop, gTacticalStatus.Team[ uiLoop ].bMenInSector );
}
*/
/*
UINT32 uiLoop;
INT16 sGridNo;
UINT32 uiStartTime, uiEndTime;
if (GetMouseMapPos( &sGridNo ))
{
uiStartTime = GetJA2Clock();
for (uiLoop = 0; uiLoop < 50000; uiLoop++)
{
FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, WALKING, COPYROUTE );
}
uiEndTime = GetJA2Clock();
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "50000 path calls from %d to %d took %ld ms", pSoldier->sGridNo, sGridNo, uiEndTime - uiStartTime ) );
}
*/
}
#endif
UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex)
{
UINT16 usLoop;
// Note: if any ammo items in the item table are separated from the main group,
// this function will have to be rewritten to scan the item table for an item
// with item class ammo, which has class index usMagIndex
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType" ) );
for (usLoop = FIRST_AMMO; usLoop < MAXITEMS; usLoop++)
{
if ( Item[usLoop].usItemClass == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType: breaking at index %d", usLoop ) );
break;
}
if (Item[usLoop].ubClassIndex == usMagIndex && Item[usLoop].usItemClass == IC_AMMO )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType: return %d", usLoop ) );
return( usLoop );
}
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "MagazineClassIndexToItemType: return none, got to %d", usLoop ) );
return(NONE);
}
UINT16 DefaultMagazine( UINT16 usItem )
{
WEAPONTYPE * pWeapon;
UINT16 usLoop;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DefaultMagazine: item = %d",usItem));
if (!(Item[usItem].usItemClass & IC_GUN))
{
return( 0 );
}
pWeapon = &(Weapon[usItem]);
usLoop = 0;
while ( Magazine[usLoop].ubCalibre != NOAMMO )
{
if (Magazine[usLoop].ubCalibre == pWeapon->ubCalibre &&
Magazine[usLoop].ubMagSize == pWeapon->ubMagSize &&
AmmoTypes[ Magazine[usLoop].ubAmmoType ].standardIssue )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DefaultMagazine: found at index %d",usLoop));
return(MagazineClassIndexToItemType(usLoop));
}
usLoop++;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DefaultMagazine: can't find any"));
return( 0 );
}
UINT16 FindReplacementMagazine( UINT8 ubCalibre, UINT8 ubMagSize, UINT8 ubAmmoType )
{
UINT16 usLoop;
UINT16 usDefault;
usLoop = 0;
usDefault = NOTHING;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FindReplacementMagazine: calibre = %d, Mag size = %d, ammo type = %d",ubCalibre,ubMagSize,ubAmmoType));
while ( Magazine[usLoop].ubCalibre != NOAMMO )
{
if (Magazine[usLoop].ubCalibre == ubCalibre &&
Magazine[usLoop].ubMagSize == ubMagSize )
{
if ( Magazine[usLoop].ubAmmoType == ubAmmoType )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FindReplacementMagazine: returning item = %d",MagazineClassIndexToItemType( usLoop )));
return( MagazineClassIndexToItemType( usLoop ) );
}
else if ( usDefault == NOTHING )
{
// store this one to use if all else fails
usDefault = MagazineClassIndexToItemType( usLoop );
}
}
usLoop++;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("FindReplacementMagazine: returning default item = %d",usDefault));
return( usDefault );
}
UINT16 FindReplacementMagazineIfNecessary( UINT16 usOldGun, UINT16 usOldAmmo, UINT16 usNewGun )
{
UINT16 usNewAmmo = NOTHING;
if ( (Magazine[ Item[ usOldAmmo ].ubClassIndex ].ubCalibre == Weapon[ usOldGun ].ubCalibre) &&
(Magazine[ Item[ usOldAmmo ].ubClassIndex ].ubMagSize == Weapon[ usOldGun ].ubMagSize) )
{
// must replace this!
usNewAmmo = FindReplacementMagazine( Weapon[ usNewGun ].ubCalibre, Weapon[ usNewGun ].ubMagSize, Magazine[ Item[ usOldAmmo ].ubClassIndex ].ubAmmoType );
}
return( usNewAmmo );
}
// increase this if any gun can have more types that this
#define MAX_AMMO_TYPES_PER_GUN 24 // MADD MARKER
UINT16 RandomMagazine( UINT16 usItem, UINT8 ubPercentStandard )
{
// Note: if any ammo items in the item table are separated from the main group,
// this function will have to be rewritten to scan the item table for an item
// with item class ammo, which has class index ubLoop
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine (by index)"));
WEAPONTYPE * pWeapon;
UINT16 usLoop;
UINT16 usPossibleMagIndex[ MAX_AMMO_TYPES_PER_GUN ];
UINT16 usPossibleMagCnt = 0;
UINT8 ubMagChosen;
if (!(Item[usItem].usItemClass & IC_GUN))
{
return( 0 );
}
pWeapon = &(Weapon[usItem]);
// find & store all possible mag types that fit this gun
usLoop = 0;
while ( Magazine[ usLoop ].ubCalibre != NOAMMO )
{
if (Magazine[usLoop].ubCalibre == pWeapon->ubCalibre &&
Magazine[usLoop].ubMagSize == pWeapon->ubMagSize && ItemIsLegal(MagazineClassIndexToItemType(usLoop)))
{
// store it! (make sure array is big enough)
Assert(usPossibleMagCnt < MAX_AMMO_TYPES_PER_GUN);
// Madd: check to see if allowed by army
if ( gArmyItemChoices[ENEMYAMMOTYPES].ubChoices > 0 )
{
for ( int i=0;i<gArmyItemChoices[ENEMYAMMOTYPES].ubChoices;i++ )
{
if ( gArmyItemChoices[ENEMYAMMOTYPES].bItemNo[i] == Magazine[usLoop].ubAmmoType )
{
usPossibleMagIndex[usPossibleMagCnt++] = usLoop;
break;
}
}
}
else
{
usPossibleMagIndex[usPossibleMagCnt++] = usLoop;
}
}
usLoop++;
}
// no matches?
if (usPossibleMagCnt == 0)
{
return( 0 );
}
else
// only one match?
if (usPossibleMagCnt == 1)
{
// use that, no choice
return(MagazineClassIndexToItemType( usPossibleMagIndex[ 0 ] ));
}
else // multiple choices
{
// Pick one at random, using supplied probability to pick the default
if (Random(100) < ubPercentStandard)
{
ubMagChosen = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine: ubMagChosen = %d",ubMagChosen ));
return( DefaultMagazine(usItem) );
}
else
{
// pick a non-standard type instead
ubMagChosen = ( UINT8 ) (1 + Random(( UINT32 ) ( usPossibleMagCnt - 1 )));
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine: ubMagChosen = %d",ubMagChosen ));
return( MagazineClassIndexToItemType(usPossibleMagIndex[ ubMagChosen ] ) );
}
}
UINT16 RandomMagazine( OBJECTTYPE * pGun, UINT8 ubPercentStandard )
{
// Note: if any ammo items in the item table are separated from the main group,
// this function will have to be rewritten to scan the item table for an item
// with item class ammo, which has class index ubLoop
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine"));
WEAPONTYPE * pWeapon;
UINT16 usLoop;
UINT16 usPossibleMagIndex[ MAX_AMMO_TYPES_PER_GUN ];
UINT16 usPossibleMagCnt = 0;
UINT8 ubMagChosen;
if (!(Item[pGun->usItem].usItemClass & IC_GUN))
{
return( 0 );
}
pWeapon = &(Weapon[pGun->usItem]);
// find & store all possible mag types that fit this gun
usLoop = 0;
while ( Magazine[ usLoop ].ubCalibre != NOAMMO )
{
if (Magazine[usLoop].ubCalibre == pWeapon->ubCalibre &&
Magazine[usLoop].ubMagSize == GetMagSize(pGun) && ItemIsLegal(MagazineClassIndexToItemType(usLoop)))
{
// store it! (make sure array is big enough)
Assert(usPossibleMagCnt < MAX_AMMO_TYPES_PER_GUN);
// Madd: check to see if allowed by army
if ( gArmyItemChoices[ENEMYAMMOTYPES].ubChoices > 0 )
{
for ( int i=0;i<gArmyItemChoices[ENEMYAMMOTYPES].ubChoices;i++ )
{
if ( gArmyItemChoices[ENEMYAMMOTYPES].bItemNo[i] == Magazine[usLoop].ubAmmoType )
{
usPossibleMagIndex[usPossibleMagCnt++] = usLoop;
break;
}
}
}
else
{
usPossibleMagIndex[usPossibleMagCnt++] = usLoop;
}
}
usLoop++;
}
// no matches?
if (usPossibleMagCnt == 0)
{
return( 0 );
}
else
// only one match?
if (usPossibleMagCnt == 1)
{
// use that, no choice
return(MagazineClassIndexToItemType(usPossibleMagIndex[ 0 ] ));
}
else // multiple choices
{
// Pick one at random, using supplied probability to pick the default
if (Random(100) < ubPercentStandard)
{
ubMagChosen = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine: ubMagChosen = %d",ubMagChosen ));
return( DefaultMagazine(pGun->usItem) );
}
else
{
// pick a non-standard type instead
ubMagChosen = ( UINT8 ) (1 + Random(( UINT32 ) ( usPossibleMagCnt - 1 )));
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("RandomMagazine: ubMagChosen = %d",ubMagChosen ));
return( MagazineClassIndexToItemType(usPossibleMagIndex[ ubMagChosen ] ) );
}
}
BOOLEAN CreateGun( UINT16 usItem, INT8 bStatus, OBJECTTYPE * pObj )
{
UINT16 usAmmo;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateGun: usItem = %d",usItem));
Assert( pObj != NULL);
if ( pObj == NULL )
{
return( FALSE );
}
memset( pObj, 0, sizeof( OBJECTTYPE ) );
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
pObj->bGunStatus = bStatus;
pObj->ubImprintID = NO_PROFILE;
pObj->ubWeight = CalculateObjectWeight( pObj );
if (Weapon[ usItem ].ubWeaponClass == MONSTERCLASS)
{
pObj->ubGunShotsLeft = GetMagSize(pObj);
pObj->ubGunAmmoType = AMMO_MONSTER;
}
else if ( EXPLOSIVE_GUN( usItem ) )
{
if ( Item[usItem].singleshotrocketlauncher )
{
pObj->ubGunShotsLeft = 1;
}
else
{
// cannon
pObj->ubGunShotsLeft = 0;
}
pObj->bGunAmmoStatus = 100;
pObj->ubGunAmmoType = 0;
}
else
{
usAmmo = DefaultMagazine( usItem );
Assert( usAmmo != 0 );
if (usAmmo == 0)
{
// item's calibre & mag size not found in magazine list!
return( FALSE );
}
else
{
pObj->usGunAmmoItem = usAmmo;
pObj->ubGunAmmoType = Magazine[ Item[ usAmmo ].ubClassIndex].ubAmmoType;
pObj->bGunAmmoStatus = 100;
pObj->ubGunShotsLeft = Magazine[ Item[ usAmmo ].ubClassIndex ].ubMagSize;
pObj->ubGunState |= GS_CARTRIDGE_IN_CHAMBER; // Madd: new guns should have cartridge in chamber
/*
if (usItem == CAWS)
{
pObj->usAttachItem[0] = DUCKBILL;
pObj->bAttachStatus[0] = 100;
}
*/
}
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateGun: Done"));
// succesful
return( TRUE );
}
BOOLEAN CreateMagazine( UINT16 usItem, OBJECTTYPE * pObj )
{
if (pObj == NULL)
{
return( FALSE );
}
memset( pObj, 0, sizeof( OBJECTTYPE ) );
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
pObj->ubShotsLeft[0] = Magazine[ Item[usItem].ubClassIndex ].ubMagSize;
pObj->ubWeight = CalculateObjectWeight( pObj );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateMagazine: done"));
return( TRUE );
}
BOOLEAN CreateItem( UINT16 usItem, INT8 bStatus, OBJECTTYPE * pObj )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateItem: usItem = %d",usItem));
BOOLEAN fRet;
memset( pObj, 0, sizeof( OBJECTTYPE ) );
if (usItem >= MAXITEMS)
{
return( FALSE );
}
if (Item[ usItem ].usItemClass == IC_GUN)
{
fRet = CreateGun( usItem, bStatus, pObj );
}
else if (Item[ usItem ].usItemClass == IC_AMMO)
{
fRet = CreateMagazine( usItem, pObj );
}
else
{
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
if (usItem == MONEY || Item[usItem].usItemClass == IC_MONEY )
{
// special case... always set status to 100 when creating
// and use status value to determine amount!
pObj->bStatus[0] = 100;
pObj->uiMoneyAmount = bStatus * 50;
}
else
{
pObj->bStatus[0] = bStatus;
}
pObj->ubWeight = CalculateObjectWeight( pObj );
fRet = TRUE;
}
if (fRet)
{
// if (Item[ usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE)
if (Item[ usItem ].defaultundroppable )
{
pObj->fFlags |= OBJECT_UNDROPPABLE;
}
if (Item [ usItem ].defaultattachment > 0 )
{
OBJECTTYPE Temp;
CreateItem(Item [ usItem ].defaultattachment,100,&Temp);
AttachObject(NULL,pObj,&Temp);
}
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateItem: return %d",fRet));
return( fRet );
}
BOOLEAN CreateItems( UINT16 usItem, INT8 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj )
{
BOOLEAN fOk;
UINT8 ubLoop;
// can't create any more than this, the loop for setting the bStatus[] of others will overwrite memory!
Assert( ubNumber <= MAX_OBJECTS_PER_SLOT );
// ARM: to avoid whacking memory once Assertions are removed... Items will be lost in this situation!
if ( ubNumber > MAX_OBJECTS_PER_SLOT )
{
ubNumber = MAX_OBJECTS_PER_SLOT;
}
fOk = CreateItem( usItem, bStatus, pObj );
if (fOk)
{
for (ubLoop = 1; ubLoop < ubNumber; ubLoop++)
{
// we reference status[0] here because the status value might actually be a
// # of rounds of ammo, in which case the value won't be the bStatus value
// passed in.
pObj->bStatus[ubLoop] = pObj->bStatus[0];
}
pObj->ubNumberOfObjects = ubNumber;
pObj->ubWeight *= ubNumber;
return( TRUE );
}
return( FALSE );
}
BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj )
{
BOOLEAN fOk;
fOk = CreateItem( MONEY, 100, pObj );
if (fOk)
{
pObj->uiMoneyAmount = uiMoney;
}
return( fOk );
}
BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting )
{
BOOLEAN fRemote = FALSE;
BOOLEAN fPressure = FALSE;
BOOLEAN fTimed = FALSE;
BOOLEAN fSwitch = FALSE;
if (pObj->usItem == ACTION_ITEM)
{
switch( pObj->bActionValue )
{
case ACTION_ITEM_SMALL_PIT:
case ACTION_ITEM_LARGE_PIT:
fPressure = TRUE;
break;
default:
fRemote = TRUE;
break;
}
}
else if ( IsDetonatorAttached( pObj ) )
{
fTimed = TRUE;
}
else if ( (IsRemoteDetonatorAttached( pObj ) ) || (pObj->usItem == ACTION_ITEM) )
{
fRemote = TRUE;
}
else if ( Item[pObj->usItem].mine || pObj->usItem == TRIP_FLARE || pObj->usItem == TRIP_KLAXON || pObj->usItem == ACTION_ITEM )
{
fPressure = TRUE;
}
else if ( pObj->usItem == SWITCH )
{
// this makes a remote detonator into a pressure-sensitive trigger
if ( bSetting == PANIC_FREQUENCY )
{
// panic trigger is only activated by expending APs, not by
// stepping on it... so don't define a detonator type
fSwitch = TRUE;
}
else
{
fPressure = TRUE;
}
}
else
{
// no sorta bomb at all!
return( FALSE );
}
if (fRemote)
{
pObj->bDetonatorType = BOMB_REMOTE;
pObj->bFrequency = bSetting;
}
else if (fPressure)
{
pObj->bDetonatorType = BOMB_PRESSURE;
pObj->bFrequency = 0;
}
else if (fTimed)
{
pObj->bDetonatorType = BOMB_TIMED;
// In realtime the player could choose to put down a bomb right before a turn expires, SO
// add 1 to the setting in RT
pObj->bDelay = bSetting;
if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) )
{
pObj->bDelay++;
}
}
else if (fSwitch)
{
pObj->bDetonatorType = BOMB_SWITCH;
pObj->bFrequency = bSetting;
}
else
{
return( FALSE );
}
pObj->fFlags |= OBJECT_ARMED_BOMB;
pObj->usBombItem = pObj->usItem;
return( TRUE );
}
void RenumberAttachments( OBJECTTYPE * pObj )
{
// loop through attachment positions and make sure we don't have any empty
// attachment slots before filled ones
INT8 bAttachPos;
INT8 bFirstSpace;
BOOLEAN fDone = FALSE;
while (!fDone)
{
bFirstSpace = -1;
for (bAttachPos = 0; bAttachPos < MAX_ATTACHMENTS; bAttachPos++)
{
if (pObj->usAttachItem[ bAttachPos ] == NOTHING)
{
if (bFirstSpace == -1)
{
bFirstSpace = bAttachPos;
}
}
else
{
if (bFirstSpace != -1)
{
// move the attachment!
pObj->usAttachItem[ bFirstSpace ] = pObj->usAttachItem[ bAttachPos ];
pObj->bAttachStatus[ bFirstSpace ] = pObj->bAttachStatus[ bAttachPos ];
pObj->usAttachItem[ bAttachPos ] = NOTHING;
pObj->bAttachStatus[ bAttachPos ] = 0;
// restart loop at beginning, or quit if we reached the end of the
// attachments
break;
}
}
}
if (bAttachPos == MAX_ATTACHMENTS)
{
// done!!
fDone = TRUE;
}
}
}
BOOLEAN RemoveAttachment( OBJECTTYPE * pObj, INT8 bAttachPos, OBJECTTYPE * pNewObj )
{
INT8 bGrenade;
CHECKF( pObj );
if (bAttachPos < 0 || bAttachPos >= MAX_ATTACHMENTS)
{
return( FALSE );
}
if (pObj->usAttachItem[bAttachPos] == NOTHING )
{
return( FALSE );
}
// if ( Item[ pObj->usAttachItem[bAttachPos] ].fFlags & ITEM_INSEPARABLE )
if ( Item[ pObj->usAttachItem[bAttachPos] ].inseparable )
{
return( FALSE );
}
// if pNewObj is passed in NULL, then we just delete the attachment
if (pNewObj != NULL)
{
CreateItem( pObj->usAttachItem[bAttachPos], pObj->bAttachStatus[bAttachPos], pNewObj );
}
pObj->usAttachItem[bAttachPos] = NOTHING;
pObj->bAttachStatus[bAttachPos] = 0;
if (pNewObj && Item[pNewObj->usItem].grenadelauncher )//UNDER_GLAUNCHER)
{
// look for any grenade; if it exists, we must make it an
// attachment of the grenade launcher
bGrenade = FindAttachmentByClass( pObj, IC_GRENADE );
if (bGrenade != ITEM_NOT_FOUND)
{
pNewObj->usAttachItem[0] = pObj->usAttachItem[bGrenade];
pNewObj->bAttachStatus[0] = pObj->bAttachStatus[bGrenade];
pObj->usAttachItem[bGrenade] = NOTHING;
pObj->bAttachStatus[bGrenade] = 0;
pNewObj->ubWeight = CalculateObjectWeight( pNewObj );
}
}
RenumberAttachments( pObj );
pObj->ubWeight = CalculateObjectWeight( pObj );
return( TRUE );
}
void SetNewItem( SOLDIERTYPE *pSoldier, UINT8 ubInvPos, BOOLEAN fNewItem )
{
if( fNewItem )
{
pSoldier->bNewItemCount[ ubInvPos ] = -1;
pSoldier->bNewItemCycleCount[ ubInvPos ] = NEW_ITEM_CYCLE_COUNT;
pSoldier->fCheckForNewlyAddedItems = TRUE;
}
}
BOOLEAN PlaceObjectInSoldierProfile( UINT8 ubProfile, OBJECTTYPE *pObject )
{
INT8 bLoop, bLoop2;
SOLDIERTYPE *pSoldier;
UINT16 usItem;
INT8 bStatus;
BOOLEAN fReturnVal = FALSE;
usItem = pObject->usItem;
bStatus = pObject->bStatus[0];
pSoldier = FindSoldierByProfileID( ubProfile, FALSE );
if ( Item[ usItem ].usItemClass == IC_MONEY && gMercProfiles[ ubProfile ].uiMoney > 0 )
{
gMercProfiles[ ubProfile ].uiMoney += pObject->uiMoneyAmount;
SetMoneyInSoldierProfile( ubProfile, gMercProfiles[ ubProfile ].uiMoney );
return( TRUE );
}
for (bLoop = BIGPOCK1POS; bLoop < SMALLPOCK8POS; bLoop++)
{
if ( gMercProfiles[ ubProfile ].bInvNumber[ bLoop ] == 0 && (pSoldier == NULL || pSoldier->inv[ bLoop ].usItem == NOTHING ) )
{
// CJC: Deal with money by putting money into # stored in profile
if ( Item[ usItem ].usItemClass == IC_MONEY )
{
gMercProfiles[ ubProfile ].uiMoney += pObject->uiMoneyAmount;
// change any gold/silver to money
usItem = MONEY;
}
else
{
gMercProfiles[ ubProfile ].inv[ bLoop ] = usItem;
gMercProfiles[ ubProfile ].bInvStatus[ bLoop ] = bStatus;
gMercProfiles[ ubProfile ].bInvNumber[ bLoop ] = pObject->ubNumberOfObjects;
}
fReturnVal = TRUE;
break;
}
}
//uiMoneyAmount
if ( fReturnVal )
{
// ATE: Manage soldier pointer as well....
//pSoldier = FindSoldierByProfileID( ubProfile, FALSE );
// Do we have a valid profile?
if ( pSoldier != NULL )
{
// OK, place in soldier...
if ( usItem == MONEY )
{
CreateMoney( gMercProfiles[ ubProfile ].uiMoney, &(pSoldier->inv[ bLoop ] ) );
}
else
{
if ( pSoldier->ubProfile == MADLAB )
{
// remove attachments and drop them
OBJECTTYPE Attachment;
for ( bLoop2 = MAX_ATTACHMENTS - 1; bLoop2 >= 0; bLoop2-- )
{
// remove also checks for existence attachment
if ( RemoveAttachment( pObject, bLoop2, &Attachment ) == TRUE )
{
// drop it in Madlab's tile
AddItemToPool( pSoldier->sGridNo, &Attachment, 1, 0, 0, 0 );
}
}
}
CreateItem( usItem, bStatus, &(pSoldier->inv[ bLoop ] ) );
}
}
}
return( fReturnVal );
}
BOOLEAN RemoveObjectFromSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
INT8 bLoop;
SOLDIERTYPE *pSoldier;
BOOLEAN fReturnVal = FALSE;
if ( usItem == NOTHING )
{
return( TRUE );
}
for (bLoop = 0; bLoop < 19; bLoop++)
{
if ( gMercProfiles[ ubProfile ].inv[ bLoop ] == usItem )
{
gMercProfiles[ ubProfile ].inv[ bLoop ] = NOTHING;
gMercProfiles[ ubProfile ].bInvStatus[ bLoop ] = 0;
gMercProfiles[ ubProfile ].bInvNumber[ bLoop ] = 0;
fReturnVal = TRUE;
break;
}
}
// ATE: Manage soldier pointer as well....
pSoldier = FindSoldierByProfileID( ubProfile, FALSE );
// Do we have a valid profile?
if ( pSoldier != NULL )
{
// Remove item...
RemoveInvObject( pSoldier, usItem );
}
return( fReturnVal );
}
void SetMoneyInSoldierProfile( UINT8 ubProfile, UINT32 uiMoney )
{
//INT8 bSlot;
OBJECTTYPE Object;
//SOLDIERTYPE * pSoldier;
BOOLEAN fRet;
// remove all money from soldier
do
{
fRet = RemoveObjectFromSoldierProfile( ubProfile, MONEY );
}
while ( fRet == TRUE );
gMercProfiles[ ubProfile ].uiMoney = 0;
if (uiMoney > 0)
{
// now add the amount specified
CreateMoney( uiMoney, &Object );
PlaceObjectInSoldierProfile( ubProfile, &Object );
}
}
INT8 FindObjectInSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
INT8 bLoop;
for (bLoop = 0; bLoop < 19; bLoop++)
{
if ( gMercProfiles[ ubProfile ].bInvNumber[ bLoop ] > 0 )
{
if ( gMercProfiles[ ubProfile ].inv[ bLoop ] == usItem )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
BOOLEAN ObjectExistsInSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
INT8 bSlot;
bSlot = FindObjectInSoldierProfile( ubProfile, usItem );
return( bSlot != NO_SLOT );
}
void RemoveInvObject( SOLDIERTYPE *pSoldier, UINT16 usItem )
{
INT8 bInvPos;
// find object
bInvPos = FindObj( pSoldier, usItem );
if (bInvPos != NO_SLOT)
{
// Erase!
memset( &(pSoldier->inv[ bInvPos ]), 0, sizeof( OBJECTTYPE ) );
//Dirty!
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
INT8 CheckItemForDamage( UINT16 usItem, INT32 iMaxDamage )
{
INT8 bDamage = 0;
// if the item is protective armour, reduce the amount of damage
// by its armour value
if (Item[usItem].usItemClass == IC_ARMOUR)
{
iMaxDamage -= (iMaxDamage * Armour[Item[usItem].ubClassIndex].ubProtection) / 100;
}
// metal items are tough and will be damaged less
// if (Item[usItem].fFlags & ITEM_METAL)
if (Item[usItem].metal )
{
iMaxDamage /= 2;
}
else if ( usItem == BLOODCAT_PELT )
{
iMaxDamage *= 2;
}
if (iMaxDamage > 0)
{
bDamage = (INT8) PreRandom( iMaxDamage );
}
return( bDamage );
}
BOOLEAN CheckForChainReaction( UINT16 usItem, INT8 bStatus, INT8 bDamage, BOOLEAN fOnGround )
{
INT32 iChance;
iChance = Explosive[Item[usItem].ubClassIndex].ubVolatility;
if (iChance > 0)
{
// Scale the base chance by the damage caused to the item
// (bigger the shock, bigger chance) and the condition of
// the item after being hit!
if (fOnGround)
{
// improve chance to make it practical to blow up explosives on the ground
iChance = 50 + (iChance - 1) * 10;
}
iChance = iChance * ( 100 + ( (100 - bStatus) + bDamage ) / 2 ) / 100;
if ((INT32) PreRandom( 100 ) < iChance)
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN DamageItem( OBJECTTYPE * pObject, INT32 iDamage, BOOLEAN fOnGround )
{
INT8 bLoop;
INT8 bDamage;
// if ( (Item[pObject->usItem].fFlags & ITEM_DAMAGEABLE || Item[ pObject->usItem ].usItemClass == IC_AMMO) && pObject->ubNumberOfObjects > 0)
if ( (Item[pObject->usItem].damageable || Item[ pObject->usItem ].usItemClass == IC_AMMO) && pObject->ubNumberOfObjects > 0)
{
for (bLoop = 0; bLoop < pObject->ubNumberOfObjects; bLoop++)
{
// if the status of the item is negative then it's trapped/jammed;
// leave it alone
if (pObject->usItem != NOTHING && pObject->bStatus[bLoop] > 0)
{
bDamage = CheckItemForDamage( pObject->usItem, iDamage );
switch( pObject->usItem )
{
case JAR_CREATURE_BLOOD:
case JAR:
case JAR_HUMAN_BLOOD:
case JAR_ELIXIR:
if ( PreRandom( bDamage ) > 5 )
{
// smash!
bDamage = pObject->bStatus[ bLoop ];
}
break;
default:
break;
}
if ( Item[ pObject->usItem ].usItemClass == IC_AMMO )
{
if ( PreRandom( 100 ) < (UINT32) bDamage )
{
// destroy clip completely
pObject->bStatus[ bLoop ] = 1;
}
}
else
{
pObject->bStatus[bLoop] -= bDamage;
if (pObject->bStatus[bLoop] < 1)
{
pObject->bStatus[bLoop] = 1;
}
}
// I don't think we increase viewrange based on items any more
// FUN STUFF! Check for explosives going off as a result!
if (Item[pObject->usItem].usItemClass & IC_EXPLOSV)
{
if (CheckForChainReaction( pObject->usItem, pObject->bStatus[bLoop], bDamage, fOnGround ))
{
return( TRUE );
}
}
// remove item from index AFTER checking explosions because need item data for explosion!
if ( pObject->bStatus[bLoop] == 1 )
{
if ( pObject->ubNumberOfObjects > 1 )
{
RemoveObjFrom( pObject, bLoop );
// since an item was just removed, the items above the current were all shifted down one;
// to process them properly, we have to back up 1 in the counter
bLoop = bLoop - 1;
}
}
}
}
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (pObject->usAttachItem[bLoop] != NOTHING && pObject->bAttachStatus[bLoop] > 0)
{
pObject->bAttachStatus[bLoop] -= CheckItemForDamage( pObject->usAttachItem[bLoop], iDamage );
if (pObject->bAttachStatus[bLoop] < 1)
{
pObject->bAttachStatus[bLoop] = 1;
}
}
}
}
return( FALSE );
}
void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
{
INT8 bSlot;
BOOLEAN fBlowsUp;
UINT8 ubNumberOfObjects;
if ( TANK( pSoldier ) )
{
return;
}
for (bSlot = 0; bSlot < NUM_INV_SLOTS; bSlot++)
{
ubNumberOfObjects = pSoldier->inv[bSlot].ubNumberOfObjects;
fBlowsUp = DamageItem( &(pSoldier->inv[bSlot]), iDamage, FALSE );
if (fBlowsUp)
{
// blow it up!
if ( gTacticalStatus.ubAttackBusyCount )
{
IgniteExplosion( pSoldier->ubAttackerID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->bLevel );
}
else
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->bLevel );
}
// Remove item!
DeleteObj( &(pSoldier->inv[ bSlot ]) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else if ( ubNumberOfObjects != pSoldier->inv[bSlot].ubNumberOfObjects )
{
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
}
void CheckEquipmentForFragileItemDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
{
// glass jars etc can be damaged by falling over
INT8 bSlot;
UINT8 ubNumberOfObjects;
BOOLEAN fPlayedGlassBreak = FALSE;
for (bSlot = 0; bSlot < NUM_INV_SLOTS; bSlot++)
{
switch( pSoldier->inv[bSlot].usItem )
{
case JAR_CREATURE_BLOOD:
case JAR:
case JAR_HUMAN_BLOOD:
case JAR_ELIXIR:
ubNumberOfObjects = pSoldier->inv[bSlot].ubNumberOfObjects;
DamageItem( &(pSoldier->inv[bSlot]), iDamage, FALSE );
if ( !fPlayedGlassBreak && (ubNumberOfObjects != pSoldier->inv[bSlot].ubNumberOfObjects) )
{
PlayJA2Sample( GLASS_CRACK, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
fPlayedGlassBreak = TRUE;
// only dirty once
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
break;
default:
break;
}
}
}
BOOLEAN DamageItemOnGround( OBJECTTYPE * pObject, INT16 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner )
{
BOOLEAN fBlowsUp;
fBlowsUp = DamageItem( pObject, iDamage, TRUE );
if ( fBlowsUp )
{
// OK, Ignite this explosion!
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel );
// Remove item!
return( TRUE );
}
else if ( (pObject->ubNumberOfObjects < 2) && (pObject->bStatus[0] < USABLE) )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
// is the item a medical kit/first aid kit item?
INT8 IsMedicalKitItem( OBJECTTYPE *pObject )
{
// check item id against current medical kits
if ( Item[pObject->usItem].medicalkit )
return 1;
//switch( pObject->usItem )
//{
// case( MEDICKIT ):
// // medical bag, return 1
// return ( 1 );
// break;
//}
return( 0 );
}
void SwapHandItems( SOLDIERTYPE * pSoldier )
{
BOOLEAN fOk;
CHECKV( pSoldier );
if (pSoldier->inv[HANDPOS].usItem == NOTHING || pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
{
// whatever is in the second hand can be swapped to the main hand!
SwapObjs( &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[SECONDHANDPOS]) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else
{
if (TwoHandedItem( pSoldier->inv[SECONDHANDPOS].usItem ) )
{
// must move the item in the main hand elsewhere in the inventory
fOk = InternalAutoPlaceObject( pSoldier, &(pSoldier->inv[HANDPOS]), FALSE, HANDPOS );
if (!fOk)
{
return;
}
// the main hand is now empty so a swap is going to work...
}
SwapObjs( &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[SECONDHANDPOS]) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
void SwapOutHandItem( SOLDIERTYPE * pSoldier )
{
BOOLEAN fOk;
CHECKV( pSoldier );
// puts away the item in the main hand
if (pSoldier->inv[HANDPOS].usItem != NOTHING )
{
if (pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
{
// just swap the hand item to the second hand
SwapObjs( &(pSoldier->inv[HANDPOS]), &(pSoldier->inv[SECONDHANDPOS]) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return;
}
else
{
// try placing it somewhere else in our inventory
fOk = AutoPlaceObject( pSoldier, &(pSoldier->inv[HANDPOS]), FALSE );
if (fOk)
{
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
// otherwise there's no room for the item anywhere!
}
}
}
void WaterDamage( SOLDIERTYPE *pSoldier )
{
// damage guy's equipment and camouflage due to water
INT8 bLoop, bDamage, bDieSize;
UINT32 uiRoll;
if ( pSoldier->bOverTerrainType == DEEP_WATER )
{
for ( bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++ )
{
// if there's an item here that can get water damaged...
// if (pSoldier->inv[ bLoop ].usItem && Item[pSoldier->inv[ bLoop ].usItem].fFlags & ITEM_WATER_DAMAGES)
if (pSoldier->inv[ bLoop ].usItem && Item[pSoldier->inv[ bLoop ].usItem].waterdamages )
{
// roll the 'ol 100-sided dice
uiRoll = PreRandom(100);
// 10% chance of getting damage!
if (uiRoll < 10)
{
// lose between 1 and 10 status points each time
bDamage = (INT8) (10 - uiRoll);
// but don't let anything drop lower than 1%
pSoldier->inv[bLoop].bStatus[0] -= bDamage;
if (pSoldier->inv[bLoop].bStatus[0] < 1)
{
pSoldier->inv[bLoop].bStatus[0] = 1;
}
}
}
}
}
BOOLEAN camoWoreOff = FALSE;
if (pSoldier->bCamo > 0 && !HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) )
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
if ( pSoldier->bOverTerrainType == DEEP_WATER )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 2 );
else
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 );
if ( (pSoldier->bCamo)== 0)
camoWoreOff = TRUE;
}
if (pSoldier->urbanCamo > 0 && !HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_URBAN ) )
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
if ( pSoldier->bOverTerrainType == DEEP_WATER )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 2 );
else
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1 );
if ( (pSoldier->urbanCamo)== 0)
camoWoreOff = TRUE;
}
if (pSoldier->desertCamo > 0 && !HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_DESERT ) )
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
if ( pSoldier->bOverTerrainType == DEEP_WATER )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 2 );
else
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1 );
if ( (pSoldier->desertCamo)== 0)
camoWoreOff = TRUE;
}
if (pSoldier->snowCamo > 0 && !HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_SNOW ) )
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
if ( pSoldier->bOverTerrainType == DEEP_WATER )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 2 );
else
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1 );
if ( (pSoldier->snowCamo)== 0)
camoWoreOff = TRUE;
}
if ( camoWoreOff )
{
// Reload palettes....
if ( pSoldier->bInSector )
{
CreateSoldierPalettes( pSoldier );
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->name );
}
if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bMonsterSmell > 0 )
{
if ( pSoldier->bOverTerrainType == DEEP_WATER )
{
bDieSize = 10;
}
else
{
bDieSize = 20;
}
if ( Random( bDieSize ) == 0 )
{
pSoldier->bMonsterSmell--;
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs )
{
INT8 bPointsToUse;
UINT16 usTotalKitPoints;
(*pfGoodAPs) = TRUE;
if (!Item[pObj->usItem].camouflagekit )
{
return( FALSE );
}
if (!EnoughPoints( pSoldier, AP_CAMOFLAGE, 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
//get total camo bonus for kit -- note that camo kits now require the camobonus tag to be set
int itemCamo = Item[pObj->usItem].camobonus + Item[pObj->usItem].urbanCamobonus + Item[pObj->usItem].desertCamobonus + Item[pObj->usItem].snowCamobonus;
if ( itemCamo < 100 )
usTotalKitPoints = (INT16)((itemCamo / 100) * usTotalKitPoints);
int totalCamo = pSoldier->bCamo + pSoldier->wornCamo + pSoldier->urbanCamo+pSoldier->wornUrbanCamo+pSoldier->desertCamo+pSoldier->wornDesertCamo+pSoldier->snowCamo+pSoldier->wornSnowCamo;
if ((totalCamo) >= 100)
{
// nothing more to add
return( FALSE );
}
// points are used up at a rate of 50% kit = 100% cammo on guy
// add 1 to round off
bPointsToUse = (100 - (totalCamo) + 1 ) / 2;
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
//figure out proportions of each to be applied, one item can theoretically have more than one camouflage type this way
int urban = (int)((Item[pObj->usItem].urbanCamobonus / itemCamo) * bPointsToUse);
int jungle = (int)((Item[pObj->usItem].camobonus / itemCamo) * bPointsToUse);
int desert = (int)((Item[pObj->usItem].desertCamobonus / itemCamo) * bPointsToUse);
int snow = (int)((Item[pObj->usItem].snowCamobonus / itemCamo) * bPointsToUse);
pSoldier->bCamo = __min( 100, pSoldier->bCamo + jungle * 2);
pSoldier->urbanCamo = __min( 100, pSoldier->urbanCamo + urban * 2);
pSoldier->desertCamo = __min( 100, pSoldier->desertCamo + desert * 2);
pSoldier->snowCamo = __min( 100, pSoldier->snowCamo + snow * 2);
UseKitPoints( pObj, bPointsToUse, pSoldier );
DeductPoints( pSoldier, AP_CAMOFLAGE, 0 );
// Reload palettes....
if ( pSoldier->bInSector )
{
CreateSoldierPalettes( pSoldier );
}
return( TRUE );
}
BOOLEAN ApplyCanteen( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs )
{
INT16 sPointsToUse;
UINT16 usTotalKitPoints;
(*pfGoodAPs) = TRUE;
if (!Item[pObj->usItem].canteen )
{
return( FALSE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
if (!EnoughPoints( pSoldier, AP_DRINK, 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
if ( pSoldier->bTeam == gbPlayerNum )
{
if ( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
{
PlayJA2Sample( DRINK_CANTEEN_MALE, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
}
else
{
PlayJA2Sample( DRINK_CANTEEN_FEMALE, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
}
}
sPointsToUse = __min( 20, usTotalKitPoints );
// CJC Feb 9. Canteens don't seem effective enough, so doubled return from them
DeductPoints( pSoldier, AP_DRINK, (INT16) (2 * sPointsToUse * -(100 - pSoldier->bBreath) ) );
UseKitPoints( pObj, sPointsToUse, pSoldier );
return( TRUE );
}
#define MAX_HUMAN_CREATURE_SMELL (NORMAL_HUMAN_SMELL_STRENGTH - 1)
BOOLEAN ApplyElixir( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs )
{
INT16 sPointsToUse;
UINT16 usTotalKitPoints;
(*pfGoodAPs) = TRUE;
if (pObj->usItem != JAR_ELIXIR )
{
return( FALSE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
if (!EnoughPoints( pSoldier, AP_CAMOFLAGE, 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
DeductPoints( pSoldier, AP_CAMOFLAGE, 0 );
sPointsToUse = ( MAX_HUMAN_CREATURE_SMELL - pSoldier->bMonsterSmell ) * 2;
sPointsToUse = __min( sPointsToUse, usTotalKitPoints );
UseKitPoints( pObj, sPointsToUse, pSoldier );
pSoldier->bMonsterSmell += sPointsToUse / 2;
return( TRUE );
}
UINT32 ConvertProfileMoneyValueToObjectTypeMoneyValue( UINT8 ubStatus )
{
return( ubStatus * 50 );
}
UINT8 ConvertObjectTypeMoneyValueToProfileMoneyValue( UINT32 uiMoneyAmount )
{
return( (UINT8)( uiMoneyAmount / 50 ) );
}
BOOLEAN ItemIsCool( OBJECTTYPE * pObj )
{
if (pObj->bStatus[0] < 60)
{
return( FALSE );
}
if ( Item[ pObj->usItem ].usItemClass & IC_WEAPON )
{
if ( Weapon[ pObj->usItem ].ubDeadliness >= 30 )
{
return( TRUE );
}
}
else if ( Item[ pObj->usItem ].usItemClass & IC_ARMOUR )
{
if ( Armour[ Item[ pObj->usItem ].ubClassIndex ].ubProtection >= 20 )
{
return( TRUE );
}
}
return( FALSE );
}
void ActivateXRayDevice( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2;
UINT32 uiSlot;
INT8 bBatteries;
if ( Item[pSoldier->inv[ HANDPOS ].usItem].needsbatteries )
{
// check for batteries
bBatteries = FindAttachedBatteries( &(pSoldier->inv[HANDPOS]) );
if ( bBatteries == NO_SLOT )
{
// doesn't work without batteries!
return;
}
// use up 8-12 percent of batteries
if ( Item[pSoldier->inv[ HANDPOS ].usAttachItem[bBatteries]].percentstatusdrainreduction > 0 )
pSoldier->inv[ HANDPOS ].bAttachStatus[ bBatteries ] -= (INT8)( (8 + Random( 5 )) * (100 - Item[pSoldier->inv[ HANDPOS ].usAttachItem[bBatteries]].percentstatusdrainreduction)/100 );
else
pSoldier->inv[ HANDPOS ].bAttachStatus[ bBatteries ] -= (INT8)( (8 + Random( 5 )) );
if ( pSoldier->inv[ HANDPOS ].bAttachStatus[ bBatteries ] <= 0 )
{
// destroy batteries
pSoldier->inv[ HANDPOS ].usAttachItem[ bBatteries ] = NOTHING;
pSoldier->inv[ HANDPOS ].bAttachStatus[ bBatteries ] = 0;
}
}
// first, scan through all mercs and turn off xrayed flag for anyone
// previously xrayed by this guy
for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
pSoldier2 = MercSlots[ uiSlot ];
if ( pSoldier2 )
{
if ( (pSoldier2->ubMiscSoldierFlags & SOLDIER_MISC_XRAYED) && (pSoldier2->ubXRayedBy == pSoldier->ubID) )
{
pSoldier2->ubMiscSoldierFlags &= (~SOLDIER_MISC_XRAYED);
pSoldier2->ubXRayedBy = NOBODY;
}
}
}
// now turn on xray for anyone within range
for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
pSoldier2 = MercSlots[ uiSlot ];
if ( pSoldier2 )
{
if ( pSoldier2->bTeam != pSoldier->bTeam && PythSpacesAway( pSoldier->sGridNo, pSoldier2->sGridNo ) < XRAY_RANGE )
{
pSoldier2->ubMiscSoldierFlags |= SOLDIER_MISC_XRAYED;
pSoldier2->ubXRayedBy = pSoldier->ubID;
}
}
}
pSoldier->uiXRayActivatedTime = GetWorldTotalSeconds();
}
void TurnOffXRayEffects( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2;
UINT32 uiSlot;
if ( !pSoldier->uiXRayActivatedTime )
{
return;
}
// scan through all mercs and turn off xrayed flag for anyone
// xrayed by this guy
for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
pSoldier2 = MercSlots[ uiSlot ];
if ( pSoldier2 )
{
if ( (pSoldier2->ubMiscSoldierFlags & SOLDIER_MISC_XRAYED) && (pSoldier2->ubXRayedBy == pSoldier->ubID) )
{
pSoldier2->ubMiscSoldierFlags &= (~SOLDIER_MISC_XRAYED);
pSoldier2->ubXRayedBy = NOBODY;
}
}
}
pSoldier->uiXRayActivatedTime = 0;
}
#ifdef JA2TESTVERSION
void DumpItemsList( void )
{
CHAR8 zPrintFileName[60];
FILE *FDump;
UINT16 usItem;
INVTYPE *pItem;
// open output file
strcpy(zPrintFileName, "ItemDump.txt");
FDump = fopen(zPrintFileName, "wt");
if (FDump == NULL)
return;
// print headings
fprintf(FDump, " ITEM COOLNESS VALUE\n");
fprintf(FDump, "============================ ======== =====\n");
for( usItem = 0; usItem < MAXITEMS; usItem++ )
{
pItem= &( Item[ usItem ] );
if (pItem->ubCoolness > 0 )
{
fprintf(FDump, "%28ls %2d $%4d\n", ItemNames[ usItem ], pItem->ubCoolness, pItem->usPrice );
}
}
fclose(FDump);
}
#endif // JA2TESTVERSION
// Snap: status modifiers for various item bonuses:
// In JA Gold status above this limit does not affect item performance (for some items)
const INT8 STANDARD_STATUS_CUTOFF = 85;
// Scale bonus with item status
INT16 BonusReduce( INT16 bonus, INT8 status, INT8 statusCutoff = STANDARD_STATUS_CUTOFF )
{
if ( bonus > 0 && status < statusCutoff && statusCutoff > 0 && statusCutoff <= 100 )
return ( ( status * 100 ) / statusCutoff * bonus ) / 100;
else // A penalty can't be reduced by status!
return bonus;
}
// Scale bonus with item status. Status < 50% creates a penalty!
INT16 BonusReduceMore( INT16 bonus, INT8 status, INT8 statusCutoff = 100 )
{
if ( bonus > 0 && status < statusCutoff && statusCutoff > 0 && statusCutoff <= 100 )
return ( ( ( status * 100 ) / statusCutoff - 50 ) * bonus ) / 50;
else // A penalty can't be reduced by status!
return bonus;
}
// Some items either work or they don't...
INT16 BonusOnOff( INT16 bonus, INT8 status )
{
if ( bonus > 0 )
return (status >= 50) ? bonus : 0;
else // A penalty can't be reduced by status!
return bonus;
}
// Snap: a fast aimbonus check for AI
BOOLEAN IsScoped( const OBJECTTYPE * pObj )
{
if ( Item[pObj->usItem].aimbonus > 0 || Item[pObj->usGunAmmoItem].aimbonus > 0 )
return TRUE;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
if ( Item[pObj->usAttachItem[i]].aimbonus > 0 )
return TRUE;
}
return FALSE;
}
// Snap: get aim bonus for a single item
INT16 GetItemAimBonus( const INVTYPE* pItem, INT32 iRange, UINT8 ubAimTime )
{
if ( iRange <= pItem->minrangeforaimbonus ) return 0;
// reduce effective sight range by aimbonus% per extra aiming time AP
// of the distance beyond minrangeforaimbonus.
if ( pItem->aimbonus < 0)
ubAimTime = 1;
return ( pItem->aimbonus * ubAimTime * ( iRange - pItem->minrangeforaimbonus ) ) / 100;
}
INT16 GetAimBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 ubAimTime )
{
INT16 bns;
bns = BonusReduceMore( GetItemAimBonus( &Item[pObj->usItem], iRange, ubAimTime ), pObj->bStatus[0] );
bns += GetItemAimBonus( &Item[pObj->usGunAmmoItem], iRange, ubAimTime );
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore( GetItemAimBonus( &Item[pObj->usAttachItem[i]], iRange, ubAimTime ),
pObj->bAttachStatus[i] );
}
return( bns );
}
// Madd: check equipment for aim bonus (penalties)
INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, UINT8 ubAimTime )
{
INT16 bns=0;
for (int j = HELMETPOS; j <= HEAD2POS; j++)
{
bns += GetItemAimBonus( &Item[pSoldier->inv[j].usItem], iRange, ubAimTime );
for ( int i = 0; i < MAX_ATTACHMENTS; i++)
{
bns += GetItemAimBonus(&Item[pSoldier->inv[j].usAttachItem[i]],iRange,ubAimTime);
}
}
return( bns );
}
// Madd: check equipment for to hit bonus (penalties)
INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier )
{
INT16 bns=0;
for (int j = HELMETPOS; j <= HEAD2POS; j++)
{
bns += Item[pSoldier->inv[j].usItem].tohitbonus;
for ( int i = 0; i < MAX_ATTACHMENTS; i++)
{
bns += Item[pSoldier->inv[j].usAttachItem[i]].tohitbonus;
}
}
return( bns );
}
// Madd: check equipment for AP bonus (penalties)
INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier )
{
INT16 bns=0;
for (int j = HELMETPOS; j <= HEAD2POS; j++)
{
bns += Item[pSoldier->inv[j].usItem].APBonus;
for ( int i = 0; i < MAX_ATTACHMENTS; i++)
{
bns += Item[pSoldier->inv[j].usAttachItem[i]].APBonus;
}
}
return( bns );
}
UINT32 FindRangeBonusAttachment( OBJECTTYPE * pObj )
{
INT8 bLoop;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].rangebonus > 0 )
{
return( Item[pObj->usAttachItem[bLoop]].uiIndex );
}
}
return( NONE );
}
INT16 GetRangeBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduce( Item[pObj->usItem].rangebonus, pObj->bStatus[0] );
if ( pObj->ubGunShotsLeft > 0 )
bns += Item[pObj->usGunAmmoItem].rangebonus;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if ( !Item[pObj->usAttachItem[bLoop]].duckbill || ( Item[pObj->usAttachItem[bLoop]].duckbill && pObj->ubGunAmmoType == AMMO_BUCKSHOT ))
bns += BonusReduce( Item[pObj->usAttachItem[bLoop]].rangebonus, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 LaserBonus( const INVTYPE * pItem, INT32 iRange, UINT8 bLightLevel )
{
// Snap: Reduce laser scope bonus at long ranges and high light levels
if ( pItem->bestlaserrange == 0 || iRange <= pItem->bestlaserrange ) {
// No penalty within this range
return pItem->tohitbonus;
}
else {
// Figure out max. visible distance for the laser dot:
// day: 1.5*bestlaserrange, night: 2.5*bestlaserrange
// iMaxLaserRange = bestlaserrange * ( 1.5 + ( bLightLevel - NORMAL_LIGHTLEVEL_DAY )
// / ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) )
INT32 iMaxLaserRange = ( pItem->bestlaserrange*( 2*bLightLevel + 3*NORMAL_LIGHTLEVEL_NIGHT - 5*NORMAL_LIGHTLEVEL_DAY ) )
/ ( 2 * ( NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY ) );
// Beyond bestlaserrange laser bonus drops linearly to 0
INT16 bonus = ( pItem->tohitbonus * (iMaxLaserRange - iRange) )
/ ( iMaxLaserRange - pItem->bestlaserrange );
return (bonus > 0 ? bonus : 0);
}
}
INT16 GetToHitBonus( OBJECTTYPE * pObj, INT32 iRange, UINT8 bLightLevel, BOOLEAN fProneStance )
{
INT16 bns=0;
// Snap: bipod is effective only in the prone stance
if ( ! Item[pObj->usItem].bipod || fProneStance )
bns = BonusReduceMore( LaserBonus( &Item[pObj->usItem], iRange, bLightLevel), pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].tohitbonus;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
if ( ! Item[pObj->usAttachItem[i]].bipod || fProneStance )
bns += BonusReduceMore( LaserBonus( &Item[pObj->usAttachItem[i]], iRange, bLightLevel), pObj->bAttachStatus[i] );
}
// Snap (TODO): add special treatment of laser scopes
return( bns );
}
INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance )
{
INT16 bns=0;
// Snap: bipod is effective only in the prone stance
if ( ! Item[pObj->usItem].bipod || fProneStance )
bns = BonusReduceMore( Item[pObj->usItem].bursttohitbonus, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].bursttohitbonus ;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
if ( ! Item[pObj->usAttachItem[i]].bipod || fProneStance )
bns += BonusReduceMore( Item[pObj->usAttachItem[i]].bursttohitbonus, pObj->bAttachStatus[i] );
}
return( bns );
}
INT16 GetDamageBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduce( Item[pObj->usItem].damagebonus, pObj->bStatus[0] );
if ( pObj->ubGunShotsLeft > 0 )
bns += Item[pObj->usGunAmmoItem].damagebonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduce( Item[pObj->usAttachItem[bLoop]].damagebonus,
pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetMeleeDamageBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduce( Item[pObj->usItem].meleedamagebonus, pObj->bStatus[0]);
bns += Item[pObj->usGunAmmoItem].meleedamagebonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduce( Item[pObj->usAttachItem[bLoop]].meleedamagebonus,
pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetPercentAPReduction( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].percentapreduction, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].percentapreduction;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].percentapreduction,
pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetMagSizeBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusOnOff( Item[pObj->usItem].magsizebonus, pObj->bStatus[0] );
// bns = bns + Item[pObj->usGunAmmoItem].magsizebonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusOnOff( Item[pObj->usAttachItem[bLoop]].magsizebonus, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetBurstSizeBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusOnOff( Item[pObj->usItem].burstsizebonus, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].burstsizebonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusOnOff( Item[pObj->usAttachItem[bLoop]].burstsizebonus, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetRateOfFireBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].rateoffirebonus, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].rateoffirebonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].rateoffirebonus, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetAutoToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance )
{
INT16 bns=0;
// Snap: bipod is effective only in the prone stance
if ( ! Item[pObj->usItem].bipod || fProneStance )
bns = BonusReduceMore( Item[pObj->usItem].autofiretohitbonus, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].autofiretohitbonus ;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
if ( ! Item[pObj->usAttachItem[i]].bipod || fProneStance )
bns += BonusReduceMore( Item[pObj->usAttachItem[i]].autofiretohitbonus, pObj->bAttachStatus[i] );
}
return( bns );
}
INT16 GetPercentReadyTimeAPReduction( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].percentreadytimeapreduction, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].percentreadytimeapreduction;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].percentreadytimeapreduction, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetPercentAutofireAPReduction( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].percentautofireapreduction, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].percentautofireapreduction;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].percentautofireapreduction, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetPercentReloadTimeAPReduction( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].percentreloadtimeapreduction, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].percentreloadtimeapreduction;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].percentreloadtimeapreduction, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetPercentBurstFireAPReduction( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = BonusReduceMore( Item[pObj->usItem].percentburstfireapreduction, pObj->bStatus[0] );
bns += Item[pObj->usGunAmmoItem].percentburstfireapreduction;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduceMore( Item[pObj->usAttachItem[bLoop]].percentburstfireapreduction, pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{
INT16 bns=0;
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].visionrangebonus, pSoldier->inv[i].bStatus[0] );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].visionrangebonus, pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
return( bns );
}
// Snap: Scale night vision bonus with light level
INT16 NightBonusScale( INT16 bonus, UINT8 bLightLevel )
{
if ( bLightLevel > NORMAL_LIGHTLEVEL_NIGHT ) {
return idiv( bonus * ( SHADE_MIN - bLightLevel ),
SHADE_MIN - NORMAL_LIGHTLEVEL_NIGHT );
}
else if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY ) {
return idiv( bonus * (bLightLevel - NORMAL_LIGHTLEVEL_DAY),
NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY );
}
else return 0;
}
INT16 GetNightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns=0;
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore(
NightBonusScale( Item[pSoldier->inv[i].usItem].nightvisionrangebonus, bLightLevel ),
pSoldier->inv[i].bStatus[0] );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore(
NightBonusScale( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].nightvisionrangebonus, bLightLevel ),
pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
return( bns );
}
INT16 GetCaveVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns=0;
for (int i = 0; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore(
NightBonusScale( Item[pSoldier->inv[i].usItem].cavevisionrangebonus, bLightLevel ),
pSoldier->inv[i].bStatus[0] );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore(
NightBonusScale( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].cavevisionrangebonus, bLightLevel ),
pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
return( bns );
}
INT16 GetDayVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns=0;
// Snap: Scale the bonus with the light level
for (int i = 0; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore( idiv( Item[pSoldier->inv[i].usItem].dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT ),
pSoldier->inv[i].bStatus[0] );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore( idiv( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].dayvisionrangebonus
* (NORMAL_LIGHTLEVEL_NIGHT - bLightLevel), NORMAL_LIGHTLEVEL_NIGHT ),
pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
return( bns );
}
INT16 GetBrightLightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns=0;
// Snap: Scale the bonus with the light level
for (int i = 0; i < BIGPOCK1POS; i++)
{
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
bns += BonusReduceMore( idiv( Item[pSoldier->inv[i].usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
pSoldier->inv[i].bStatus[0] );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += BonusReduceMore( idiv( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
pSoldier->inv[HANDPOS].bAttachStatus[i] );
}
}
return( bns );
}
INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bns = GetVisionRangeBonus(pSoldier);
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
{
if ( pSoldier->bLevel == 0 )
{
bns += GetNightVisionRangeBonus(pSoldier, bLightLevel);
}
else
{
bns += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
}
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
{
bns += GetDayVisionRangeBonus(pSoldier, bLightLevel);
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bns += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
}
return bns;
}
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
{
UINT8 bns = 0;
for (int i = HELMETPOS; i < BIGPOCK1POS; i++)
{
if ( (i == HANDPOS || i == SECONDHANDPOS) && (Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if ( !IsWeapon(pSoldier->inv[i].usItem) )
{
bns = __max( bns, Item[pSoldier->inv[i].usItem].percenttunnelvision );
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
if ( IsWeapon(pSoldier->inv[HANDPOS].usItem) ) //if not a weapon, then it was added already above
bns += Item[pSoldier->inv[HANDPOS].usItem].percenttunnelvision;
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
bns += Item[pSoldier->inv[HANDPOS].usAttachItem[i]].percenttunnelvision;
}
}
if ( PTR_OURTEAM ) // Madd: adjust tunnel vision by difficulty level
return( bns );
else
return bns / gGameOptions.ubDifficultyLevel;
}
BOOLEAN HasThermalOptics( SOLDIERTYPE * pSoldier )
{
for (int i = 0; i < BIGPOCK1POS; i++)
{
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if (!IsWeapon(pSoldier->inv[i].usItem) || (IsWeapon(pSoldier->inv[i].usItem) && WeaponReady(pSoldier) ) )
{
if (Item[pSoldier->inv[i].usItem].thermaloptics)
return TRUE;
}
}
// Snap: check only attachments on a raised weapon!
if ( WeaponReady(pSoldier) )
{
for (int i=0; i < MAX_ATTACHMENTS; i++)
{
if ( Item[pSoldier->inv[HANDPOS].usAttachItem[i]].thermaloptics )
return TRUE;
}
}
return( FALSE );
}
INT8 FindHearingAid( SOLDIERTYPE * pSoldier )
{
for (INT8 i = 0; i < BIGPOCK1POS; i++)
{
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
if ( Item[pSoldier->inv[i].usItem].hearingrangebonus > 0 )
{
return( i );
}
}
return( NO_SLOT );
}
INT16 GetHearingRangeBonus( SOLDIERTYPE * pSoldier )
{
INT16 bns = 0;
for (int i = 0; i < BIGPOCK1POS; i++)
{
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
bns += BonusReduceMore( Item[pSoldier->inv[i].usItem].hearingrangebonus, pSoldier->inv[i].bStatus[0] );
/*for (UINT8 i=0;i<MAX_ATTACHMENTS;i++)
{
if ( pSoldier->inv[bLoop].usAttachItem[i] != NONE && Item[pSoldier->inv[bLoop].usAttachItem[i]].hearingrangebonus > 0 )
bns = bns + Item[pSoldier->inv[bLoop].usAttachItem[i]].hearingrangebonus ;
}*/
}
return( bns );
}
BOOLEAN IsDuckbill( OBJECTTYPE * pObj )
{
INT8 bLoop;
if (Item[pObj->usItem].duckbill || Item[pObj->usGunAmmoItem].duckbill )
return TRUE;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].duckbill )
{
return( TRUE );
}
}
return( FALSE );
}
UINT16 GetPercentNoiseVolume( OBJECTTYPE * pObj )
{
UINT16 mod = 100 - BonusReduce( Item[pObj->usItem].percentnoisereduction, pObj->bStatus[0] );
mod = mod * ( 100 - Item[pObj->usGunAmmoItem].percentnoisereduction ) / 100;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
mod = mod * ( 100 - BonusReduce( Item[pObj->usAttachItem[i]].percentnoisereduction, pObj->bAttachStatus[i] ) ) / 100;
}
return (mod > 0) ? mod : 0;
}
INT8 FindGasMask( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < BIGPOCK1POS; bLoop++)
{
if ( Item[pSoldier->inv[bLoop].usItem].gasmask )
{
return( bLoop );
}
}
return( NO_SLOT );
}
BOOLEAN IsDetonatorAttached( OBJECTTYPE * pObj )
{
INT8 bLoop;
//if (Item[pObj->usItem].detonator)
// return TRUE;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].detonator )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj )
{
INT8 bLoop;
//if (Item[pObj->usItem].remotedetonator)
// return TRUE;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].remotedetonator )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
//Madd: tracers automatically negate any muzzle flash suppression due to inherent lighting effects
if (Item[pObj->usItem].usItemClass == IC_GUN && AmmoTypes[pObj->ubGunAmmoType].tracerEffect && pSoldier->bDoBurst )
return FALSE;
if (Item[pObj->usItem].hidemuzzleflash )
return TRUE;
if ( Item[pObj->usGunAmmoItem].hidemuzzleflash )
return TRUE;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].hidemuzzleflash )
{
return( TRUE );
}
}
return( FALSE );
}
INT16 GetFlashSuppressorStatus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 p=100;
if (Item[pObj->usItem].hidemuzzleflash )
p=pObj->bStatus[0];
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].hidemuzzleflash )
{
p =p+ pObj->bAttachStatus[bLoop];
}
}
p = min(p,100);
return p;
}
BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj )
{
INT8 bLoop;
if (Item[pObj->usItem].grenadelauncher )
return TRUE;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].grenadelauncher )
{
return TRUE;
}
}
return FALSE;
}
INT8 FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
{
INT8 bLoop;
if (Item[pObj->usItem].grenadelauncher )
return 0;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].grenadelauncher )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
{
INT8 bLoop;
if (Item[pObj->usItem].grenadelauncher )
return pObj->bStatus[0];
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].grenadelauncher )
{
return( pObj->bAttachStatus[bLoop] );
}
}
return( ITEM_NOT_FOUND );
}
UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
{
UINT16 bLoop;
if (Item[pObj->usItem].grenadelauncher )
return pObj->usItem;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].grenadelauncher )
{
return( (UINT16) Item[pObj->usAttachItem[bLoop]].uiIndex );
}
}
return( NONE );
}
INT8 FindFirstArmourAttachment( OBJECTTYPE * pObj )
{
INT8 bLoop;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].usItemClass == IC_ARMOUR && pObj->bAttachStatus[bLoop] > 0 )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT16 GetAttachedArmourBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += BonusReduce( Armour[Item[pObj->usAttachItem[bLoop]].ubClassIndex].ubProtection,
pObj->bAttachStatus[bLoop] );
}
return( bns );
}
INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = Item[pObj->usItem].bulletspeedbonus ;
bns = bns + Item[pObj->usGunAmmoItem].bulletspeedbonus ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns = bns +Item[pObj->usAttachItem[bLoop]].bulletspeedbonus ;
}
return( bns );
}
BOOLEAN EXPLOSIVE_GUN ( UINT16 x)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EXPLOSIVE_GUN x = %d",x));
if ( Item[x].rocketlauncher || Item[x].cannon )
return TRUE;
else
return FALSE;
}
INT8 FindRocketLauncherOrCannon( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher || Item[pSoldier->inv[bLoop].usItem].cannon )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindRocketLauncher( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindCannon( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( Item[pSoldier->inv[bLoop].usItem].cannon )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindUsableCrowbar( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( Item[pSoldier->inv[bLoop].usItem].crowbar && pSoldier->inv[bLoop].bStatus[0] >= USABLE )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindAttachedBatteries( OBJECTTYPE * pObj )
{
INT8 bLoop;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
if (Item[pObj->usAttachItem[bLoop]].batteries )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindToolkit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].toolkit )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindMedKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].medicalkit )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindFirstAidKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].firstaidkit )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindCamoKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].camouflagekit )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].locksmithkit )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindWalkman( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < BIGPOCK1POS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].walkman )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindTrigger( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].remotetrigger )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindRemoteControl( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < BIGPOCK1POS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].robotremotecontrol )
{
return( bLoop );
}
}
return( NO_SLOT );
}
UINT16 PickARandomLaunchable(UINT16 itemIndex)
{
INT32 iLoop = 0;
UINT16 usNumMatches = 0;
UINT16 usRandom = 0;
UINT16 i = 0;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomLaunchable: itemIndex = %d", itemIndex));
while( !usNumMatches )
{ //Count the number of valid launchables
for( i = 0; i < MAXITEMS; i++ )
{
if ( Item[i].usItemClass == 0 )
break;
if( ValidLaunchable( i, itemIndex ) )
usNumMatches++;
}
}
if( usNumMatches )
{
usRandom = (UINT16)Random( usNumMatches );
for( i = 0; i < MAXITEMS; i++ )
{
if ( Item[i].usItemClass == 0 )
break;
if( ValidLaunchable( i, itemIndex ) )
{
if( usRandom )
usRandom--;
else
{
return i;
}
}
}
}
return 0;
}
INT16 GetCamoBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) (Item[pObj->usItem].camobonus);// * (WEAPON_STATUS_MOD(pObj->bStatus[0]) / 100)) ;
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) (Item[pObj->usAttachItem[bLoop]].camobonus);// * (WEAPON_STATUS_MOD(pObj->bAttachStatus[bLoop]) / 100));
}
return( bns );
}
INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetCamoBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
{
if ( pSoldier == NULL) return;
INT16 newCamo = GetWornCamo ( pSoldier );
INT16 oldCamo = pSoldier->wornCamo;
if ( oldCamo != newCamo )
{
pSoldier->wornCamo = newCamo;
if ( newCamo > oldCamo && pSoldier->bTeam == OUR_TEAM )
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
}
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
if ( pSoldier->bInSector)
CreateSoldierPalettes( pSoldier );
fInterfacePanelDirty = DIRTYLEVEL2;
}
UINT16 GetFirstExplosiveOfType(UINT16 expType)
{
for (int i=0;i<MAXITEMS;i++)
{
if ( (Item[i].usItemClass == IC_EXPLOSV || Item[i].usItemClass == IC_GRENADE) && Explosive[Item[i].ubClassIndex].ubType == expType )
return i;
}
return 0;
}
INT8 FindSunGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat )
{
INT8 bLoop;
for (bLoop = HANDPOS; bLoop <= SMALLPOCK8POS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindNightGoggles( SOLDIERTYPE * pSoldier, INT16 bonusToBeat )
{
INT8 bLoop;
for (bLoop = HANDPOS; bLoop <= SMALLPOCK8POS; bLoop++)
{
if (Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE )
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT16 GetMinRangeForAimBonus( OBJECTTYPE * pObj )
{
INT16 bns;
bns = Item[pObj->usItem].minrangeforaimbonus;
//bns += Item[pObj->usGunAmmoItem].minrangeforaimbonus;
for (int i = 0; i < MAX_ATTACHMENTS; i++)
{
bns += Item[pObj->usAttachItem[i]].minrangeforaimbonus;
}
return( bns );
}
UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier)
{
UINT8 aimLevels = 4;
float iScopeBonus = 0;
OBJECTTYPE obj = pSoldier->inv[pSoldier->ubAttackingHand];
BOOLEAN allowed = TRUE;
if ( gGameSettings.fOptions[TOPTION_AIM_LEVEL_RESTRICTION] && Weapon[obj.usItem].ubWeaponType != GUN_RIFLE && Weapon[obj.usItem].ubWeaponType != GUN_SN_RIFLE )
allowed = FALSE;
if ( allowed && IsScoped( &obj ) )
{
iScopeBonus = ( (float)gGameExternalOptions.ubStraightSightRange * GetMinRangeForAimBonus(&obj) / 100 );
if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.3) ) // >= 30% of sight range (~4 tiles by default)
{
aimLevels += 2;
}
if ( iScopeBonus >= ( (float)gGameExternalOptions.ubStraightSightRange * 0.6) ) // >= 60% of sight range (~9 tiles by default)
{
aimLevels += 2;
}
}
return aimLevels;
}
//Madd: added
INT16 GetStealthBonus( OBJECTTYPE * pObj )
{
INT8 bLoop;
INT16 bns=0;
bns = (INT16) BonusReduce(Item[pObj->usItem].stealthbonus,pObj->bStatus[0]);
for (bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++)
{
bns += (INT16) BonusReduce(Item[pObj->usAttachItem[bLoop]].stealthbonus,pObj->bAttachStatus[bLoop]);
}
return( bns );
}
INT16 GetWornStealth( SOLDIERTYPE * pSoldier )
{
//note: Stealth bonus is capped at 100
//note: Stealth is not a perk! Stealth bonus only applies to equipment, and stacks with camouflage
//note: stealth bonus is not affected by terrain like the camo bonus, otherwise they're very similar
//note: stealth bonus also affects noise made by characters walking
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].usItem > NONE )
ttl += GetStealthBonus(&pSoldier->inv[bLoop]);
}
return __min( ttl, 100 );
}