Files
source/Tactical/Items.cpp
T

15650 lines
570 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "items.h"
#include "Action Items.h"
#include "weapons.h"
#include "Soldier Control.h"
#include "overhead.h"
#include "Handle UI.h"
#include "Animation Control.h"
#include "points.h"
#include "Sound Control.h"
#include "Isometric Utils.h"
#include "Animation Data.h"
#include "Random.h"
#include "Campaign.h"
#include "interface.h"
#include "interface panels.h"
#include "explosion control.h"
#include "Keys.h"
#include "faces.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 "Interface Control.h"
#include "ShopKeeper Interface.h"
#include "GameSettings.h"
#include "environment.h"
#include "Auto Resolve.h"
#include "Interface Items.h"
#include "Campaign Types.h"
#include "Game Clock.h"
#include "strategicmap.h"
#include "Inventory Choosing.h"
#include "Soldier macros.h"
#include "Smell.h"
#include "lighting.h"
#include "utilities.h"
#include "english.h"
#include "debug control.h"
#include "math.h"
// THE_BOB : added for pocket popup definitions
#include <map>
#include "popup_definition.h"
#include "drugs and alcohol.h"
#include "Food.h"
#include "opplist.h"
#include "Sys Globals.h"//dnl ch74 201013
#include "CampaignStats.h" // added by Flugente
#include "DisplayCover.h" // added by Flugente
#include "Map Information.h"
#endif
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define ANY_MAGSIZE 65535
void SetNewItem( SOLDIERTYPE *pSoldier, UINT8 ubInvPos, BOOLEAN fNewItem );
extern SOLDIERTYPE *gpItemDescSoldier;
// HEADROCK HAM 5: We need access to these values for item transformation purposes
extern BOOLEAN gfItemDescObjectIsAttachment;
extern OBJECTTYPE *gpItemDescObject;
extern OBJECTTYPE *gpItemDescPrevObject;
extern OBJECTTYPE *gpItemDescOrigAttachmentObject;
extern OBJECTTYPE gCloneItemDescObject;
extern BOOLEAN fShowMapInventoryPool;
extern UINT32 guiCurrentItemDescriptionScreen;
extern BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo, INT8 ubLevel );
// HEADROCK HAM 5: Also need these to trigger Map Inventory changes appropriately.
extern BOOLEAN fMapInventoryZoom;
// HEADROCK HAM 5: And this, for checking whether an item is in the pool.
extern std::vector<WORLDITEM> pInventoryPoolList;
UINT16 OldWayOfCalculatingScopeBonus(SOLDIERTYPE *pSoldier);
// 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 }
//};
//WarmSteel - For the New Attachment System
AttachmentSlotStruct AttachmentSlots[MAXITEMS+1];
ItemReplacementStruct ItemReplacement[MAXATTACHMENTS];
UINT16 Attachment[MAXATTACHMENTS][4];// =
//{
// {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][6];// =
//{ // 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 },
//};
// HEADROCK HAM 5: Item Transformations table, containing all possible Transformations.
TransformInfoStruct Transform[MAXITEMS+1];
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 }
};
// CHRISL: Structure Definitions for new inventory system items.
std::vector<LBETYPE> LoadBearingEquipment;
//LBETYPE LoadBearingEquipment[MAXITEMS+1];
//LBETYPE LoadBearingEquipment[] =
//{
// // Index Class Pocket Types---------------------------------
// { 0, /*Blank Entry*/ 0, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { 1, /*Default Thigh Pack*/ 0, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { 2, /*Default Vest Pack*/ 1, {1, 1, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0} },
// { 3, /*Default Combat Pack*/ 2, {1, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0} },
// { 4, /*Default Back Pack*/ 3, {1, 1, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0} },
// { 5, /*6P Backpack*/ 3, {1, 1, 1, 1, 0, 0, 0, 0, 3, 3, 0, 0} },
// { 6, /*6P Combat Pack*/ 2, {1, 1, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0} }
//};
std::vector<POCKETTYPE> LBEPocketType;
//TODO make the indices of this a define, because I do not know what is a large pocket (I guess 3)
// THE_BOB : added for pocket popup definitions
std::map<UINT8,popupDef> LBEPocketPopup;
//POCKETTYPE LBEPocketType[MAXITEMS+1]; //=
//{
// { /* Blank Entry */ 0, 0, 0, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { /* Small General Pocket */ 1, 0, 0, {4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { /* Med General Pocket */ 2, 0, 0, {7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { /* Lg General Pocket */ 3, 0, 0, {10,9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { /* Gun Sling */ 4, 0, 1, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} },
// { /* Knife Pocket */ 5, 0, 1, {0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} }
//};
DRUGTYPE Drug[DRUG_TYPE_MAX];
FOODTYPE Food[FOOD_TYPE_MAX];
SECTOR_EXT_DATA SectorExternalData[256][4];
BOOLEAN ItemIsLegal( UINT16 usItemIndex, BOOLEAN fIgnoreCoolness )
{
if ( Item[usItemIndex].ubCoolness == 0 && !fIgnoreCoolness )
return FALSE;
// silversurfer: no food items if the food system is off
if ( !gGameOptions.fFoodSystem && Item[ usItemIndex ].foodtype > 0 )
{
// Only restrict food for now. Water can be used to replenish lost energy so it is useful even without the food system.
if ( Food[Item[usItemIndex].foodtype].bFoodPoints > 0 )
return FALSE;
}
// silversurfer: we don't need cleaning kits if the dirt system is off
if ( !gGameExternalOptions.fDirtSystem && HasItemFlag(usItemIndex, CLEANING_KIT) )
return FALSE;
//if the user has selected the reduced gun list
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);
}
}
}
if ( gGameOptions.ubGameStyle != STYLE_SCIFI && Item[usItemIndex].scifi )
{
return FALSE;
}
// CHRISL: Restrict system specific items
if( (UsingNewInventorySystem() == true) )
{
if(Item[usItemIndex].ItemSize == gGameExternalOptions.guiOIVSizeNumber)
return FALSE;
}
else
{
if(Item[usItemIndex].usItemClass == IC_LBEGEAR || Item[usItemIndex].newinv)
return FALSE;
}
if(UsingNewAttachmentSystem()==true && Item[usItemIndex].ubAttachmentSystem == 1){
return FALSE;
} else if(UsingNewAttachmentSystem()==false && Item[usItemIndex].ubAttachmentSystem == 2){
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) && pSoldier->inv[HANDPOS].exists() == true)
{
if (Item[pSoldier->inv[HANDPOS].usItem].fingerprintid )
{
if (pSoldier->inv[HANDPOS][0]->data.ubImprintID != NO_PROFILE)
{
if (pSoldier->ubProfile != NO_PROFILE && pSoldier->ubProfile != MADLAB )
{
if (pSoldier->inv[HANDPOS][0]->data.ubImprintID != pSoldier->ubProfile)
{
return( FALSE );
}
}
else
{
if (pSoldier->inv[HANDPOS][0]->data.ubImprintID != (NO_PROFILE + 1) )
{
return( FALSE );
}
}
}
}
if (pSoldier->inv[HANDPOS][0]->data.gun.bGunStatus >= USABLE)
{
return( TRUE );
}
}
// return -1 or some "broken" value if weapon is broken?
return( FALSE );
}
bool FitsInSmallPocket(OBJECTTYPE* pObj)
{
if (UsingNewInventorySystem() == true) {
return true;
}
return Item[pObj->usItem].ubPerPocket != 0;
}
bool IsBackpackSlot(INT8 bSlot)
{
std::vector<INT8> pocketKey;
GetLBESlots(BPACKPOCKPOS, pocketKey);
for(UINT32 loop = 0; loop < pocketKey.size(); loop++)
{
if(pocketKey[loop] == bSlot)
return true;
}
return false;
}
// CHRISL: New definition for this function so that we can look at soldiers LBE pockets.
UINT8 ItemSlotLimit( OBJECTTYPE * pObject, INT16 bSlot, SOLDIERTYPE *pSoldier, BOOLEAN cntAttach )
{
UINT8 ubSlotLimit;
UINT8 pIndex;
UINT16 usItem, iSize;
UINT16 sSize = 0;
//doesn't matter what inventory method we are using
usItem = pObject->usItem;
// WANNE: This is the problem, why silver nuggets don't stuck, because it is not a MONEY item!!
// We have to check the item class (IC_MONEY) and not the item index!!!
//if (usItem == MONEY)
//{
// //need to have money "stackable" in all slots to trick it into merging
// return 2;
//}
// WANNE: This fixes the stacking problem of silver nuggets!!
if (Item[usItem].usItemClass & IC_MONEY)
{
//need to have money "stackable" in all slots to trick it into merging
return 2;
}
//doesn't matter what inventory method we are using, "body" slots always have a capacity of 1
if(bSlot < BODYPOSFINAL)
return 1;
ubSlotLimit = Item[usItem].ubPerPocket;
if ( ubSlotLimit > MAX_OBJECTS_PER_SLOT ) {
ubSlotLimit = MAX_OBJECTS_PER_SLOT;
}
if (bSlot == STACK_SIZE_LIMIT) {
//if it is stack size limit we want it to be a big slot or a vehicle slot
if (UsingNewInventorySystem() == false)
return (max(1, ubSlotLimit));
else if(pSoldier != NULL && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
return (max(1, LBEPocketType[VEHICLE_POCKET_TYPE].ItemCapacityPerSize[__min(gGameExternalOptions.guiMaxItemSize,Item[pObject->usItem].ItemSize)])); //JMich
else
return (max(1, min(255,LBEPocketType[VEHICLE_POCKET_TYPE].ItemCapacityPerSize[__min(gGameExternalOptions.guiMaxItemSize,Item[pObject->usItem].ItemSize)]*4)));
}
if (UsingNewInventorySystem() == false) {
if (ubSlotLimit == 0 && bSlot < BIGPOCKFINAL) {
return 1;
}
if (bSlot >= BIGPOCKFINAL && ubSlotLimit > 1)
{
ubSlotLimit /= 2;
}
return( ubSlotLimit );
}
//UsingNewInventorySystem == true
if (pSoldier != NULL && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)) {
pIndex = VEHICLE_POCKET_TYPE;
}
// IC Group Slots
else if (bSlot == GUNSLINGPOCKPOS) {
pIndex = GUNSLING_POCKET_TYPE;
}
else if (bSlot == KNIFEPOCKPOS) {
pIndex = KNIFE_POCKET_TYPE;
}
else
{
Assert(icLBE[bSlot] != -1 && icDefault[bSlot] != -1 && icPocket[bSlot] != -1);
//find the class of the LBE, then find what size the pocket of the slot in the LBE is
if (pSoldier == NULL || !pSoldier->inv[icLBE[bSlot]].exists() )
{
pIndex = LoadBearingEquipment[Item[icDefault[bSlot]].ubClassIndex].lbePocketIndex[icPocket[bSlot]];
}
else
{
pIndex = LoadBearingEquipment[Item[pSoldier->inv[icLBE[bSlot]].usItem].ubClassIndex].lbePocketIndex[icPocket[bSlot]];
if( pIndex == 0 && LoadBearingEquipment[Item[pSoldier->inv[icLBE[bSlot]].usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, icPocket[bSlot]))
{
pIndex = GetPocketFromAttachment(&pSoldier->inv[icLBE[bSlot]], icPocket[bSlot]);
}
}
}
if ( LBEPocketType[pIndex].pRestriction != 0 && !(LBEPocketType[pIndex].pRestriction & Item[usItem].usItemClass) )
{
return 0;
}
//We need to actually check the size of the largest stored item as well as the size of the current item
if(cntAttach == TRUE)
{
iSize = CalculateItemSize(pObject);
if(pSoldier != NULL && pSoldier->inv[bSlot].usItem == pObject->usItem)
{
sSize = CalculateItemSize(&pSoldier->inv[bSlot]);
if(LBEPocketType[pIndex].ItemCapacityPerSize[sSize] < LBEPocketType[pIndex].ItemCapacityPerSize[iSize])
iSize = sSize;
}
}
else
iSize = Item[pObject->usItem].ItemSize;
iSize = __min(iSize,gGameExternalOptions.guiMaxItemSize);
ubSlotLimit = LBEPocketType[pIndex].ItemCapacityPerSize[iSize];
//this could be changed, we know guns are physically able to stack
//if ( iSize < 10 && ubSlotLimit > 1)
// ubSlotLimit = 1;
return( ubSlotLimit );
}
UINT32 MoneySlotLimit( INT8 bSlot )
{
if ( bSlot >= BIGPOCKFINAL ) /* CHRISL */
{
return( MAX_MONEY_PER_SLOT / 2 );
}
else
{
return( MAX_MONEY_PER_SLOT );
}
}
INT8 FindBestWeaponIfCurrentIsOutOfRange(SOLDIERTYPE * pSoldier, INT8 bCurrentWeaponIndex, UINT16 bWantedRange)
{
//assuming current weapon is in the handpos
if (GunRange(&pSoldier->inv[bCurrentWeaponIndex], pSoldier) >= bWantedRange) // SANDRO - added argument
{
//our current weapon is good enough
return( bCurrentWeaponIndex );
}
UINT16 range;
UINT16 bestRange = 0;
INT8 bestWeaponThatMeetsRange = 0;
INT8 secondBestWeapon = 0;
//search for weapons that meet the range, then sort by damage.
//if there are no weapons that meet the range, then use the longest range we can find
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
//if this is a weapon
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & (IC_WEAPON | IC_THROWN) && pSoldier->inv[bLoop].exists() == true)
{
range = GunRange(&pSoldier->inv[bLoop], pSoldier); // SANDRO - added argument
if (range >= bWantedRange)
{
if (bestWeaponThatMeetsRange == 0)
{
bestWeaponThatMeetsRange = bLoop;
}
else if (GetDamage(&pSoldier->inv[bLoop]) > GetDamage(&pSoldier->inv[bestWeaponThatMeetsRange]))
{
//does this weapon have more damage?
bestWeaponThatMeetsRange = bLoop;
}
}
else if (range > bestRange)
{
//weapon does not meet range, but it could be better anyways
bestRange = range;
secondBestWeapon = bLoop;
}
else if (range == bestRange)
{
//weapon ties with secondBestWeapon's range
if (secondBestWeapon == 0)
{
//this if can happen if range of bLoop is 0!
secondBestWeapon = bLoop;
}
else if (GetDamage(&pSoldier->inv[bLoop]) > GetDamage(&pSoldier->inv[secondBestWeapon]))
{
secondBestWeapon = bLoop;
}
}
}
}
if (bestWeaponThatMeetsRange)
{
return bestWeaponThatMeetsRange;
}
else if (secondBestWeapon)
{
return secondBestWeapon;
}
return( bCurrentWeaponIndex );
}
INT8 FindMetalDetectorInHand( SOLDIERTYPE * pSoldier )
{
if ( (&(pSoldier->inv[HANDPOS] ))->exists() && Item[pSoldier->inv[HANDPOS].usItem].metaldetector )
{
return( HANDPOS );
}
if ( (&(pSoldier->inv[SECONDHANDPOS] ))->exists() && Item[pSoldier->inv[SECONDHANDPOS].usItem].metaldetector )
{
return( SECONDHANDPOS );
}
return( NO_SLOT );
}
INT8 FindLockBomb( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (Item[pSoldier->inv[bLoop].usItem].lockbomb && pSoldier->inv[bLoop].exists() == true)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pSoldier->inv[bLoop].usItem == usItem
&& pSoldier->inv[bLoop].exists() == true
&& pSoldier->inv[bLoop][0]->data.objectStatus >= USABLE )
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindObjExcludingSlot( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bExcludeSlot )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (bLoop == bExcludeSlot)
{
continue;
}
if (pSoldier->inv[bLoop].usItem == usItem && pSoldier->inv[bLoop].exists() == true)
{
return( bLoop );
}
}
return( NO_SLOT );
}
INT8 FindObj( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 bLower, INT8 bUpper )
{
INT8 bLoop;
for (bLoop = bLower; bLoop < bUpper; bLoop++)
{
//CHRISL: If in NIV, in combat and backpack is closed, don't look inside
if(UsingNewAttachmentSystem() == true && (gTacticalStatus.uiFlags & INCOMBAT) && IsBackpackSlot(bLoop) == true && pSoldier->flags.ZipperFlag == FALSE)
continue;
//CHRISL: If we check exists() then we can't search for an empty pocket with this function, which is done.
if (pSoldier->inv[bLoop].usItem == usItem/* && pSoldier->inv[bLoop].exists() == true*/)
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindObjInObjRange( SOLDIERTYPE * pSoldier, UINT16 usItem1, UINT16 usItem2 )
{
UINT16 usTemp;
if (usItem1 > usItem2 )
{
// swap the two...
usTemp = usItem2;
usItem2 = usItem1;
usItem1 = usTemp;
}
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
usTemp = pSoldier->inv[bLoop].usItem;
if ( usTemp >= usItem1 && usTemp <= usItem2 && pSoldier->inv[bLoop].exists() == true)
{
return( bLoop );
}
}
return( ITEM_NOT_FOUND );
}
INT8 FindObjClass( SOLDIERTYPE * pSoldier, UINT32 usItemClass )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass && pSoldier->inv[bLoop].exists() == true)
{
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
// This is for the AI only so:
// Do not consider tank cannons or rocket launchers to be "guns"
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass) && !(pSoldier->inv[bLoop].fFlags & OBJECT_AI_UNUSABLE) && (pSoldier->inv[bLoop][0]->data.objectStatus >= 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 (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[pSoldier->inv[bLoop].usItem].usItemClass & usItemClass) && !(pSoldier->inv[bLoop].fFlags & OBJECT_AI_UNUSABLE) && (pSoldier->inv[bLoop][0]->data.objectStatus >= 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++)
{
// CHRISL: Only look at valid pockets
if((UsingNewInventorySystem() == false) && !oldInv[bLoop])
continue;
if((pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !vehicleInv[bLoop])
continue;
if (pSoldier->inv[bLoop].exists() == false)
{
if (bLoop == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].twohanded )
{
continue;
}
else
{
return( bLoop );
}
}
}
return( ITEM_NOT_FOUND );
}
BOOLEAN GLGrenadeInSlot(SOLDIERTYPE *pSoldier, INT8 bSlot )
{
if (pSoldier->inv[bSlot].exists() == true) {
if (Item[pSoldier->inv[bSlot].usItem].glgrenade)
return TRUE;
}
//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);
//}
return FALSE;
}
// for grenade launchers
INT8 FindGLGrenade( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++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->stats.bLife > (pSoldier->stats.bLifeMax / 2))
{
fCheckForFlares = TRUE;
}
}
INT8 invsize = (INT8)pSoldier->inv.size();
if (fCheckForFlares)
{
// Do a priority check for flares first
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[ bLoop ].usItem].flare )
{
return( bLoop );
}
}
}
}
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( (Item[ pSoldier->inv[ bLoop ].usItem ].usItemClass & IC_GRENADE) && // Try this check instead, to avoid tossing RPG rounds !GLGrenadeInSlot( pSoldier, bLoop ) &&
GetLauncherFromLaunchable( pSoldier->inv[ bLoop ].usItem) == NOTHING )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT16 FindAttachmentSlot( OBJECTTYPE* pObj, UINT16 usItem, UINT8 subObject)
{
if(UsingNewAttachmentSystem()==false || pObj->exists() == false)
return -1;
UINT8 loop = 0;
for(attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); iter++, loop++){
if(iter->exists() && iter->usItem == usItem)
return loop;
}
return -1;
}
OBJECTTYPE* FindAttachment( OBJECTTYPE * pObj, UINT16 usItem, UINT8 subObject )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if (iter->usItem == usItem && iter->exists())
{
return &(*iter);
}
}
}
return( 0 );
}
OBJECTTYPE* FindAttachmentByClass( OBJECTTYPE * pObj, UINT32 uiItemClass, UINT8 subObject )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if (Item[iter->usItem].usItemClass == uiItemClass && iter->exists())
{
return &(*iter);
}
}
}
return( 0 );
}
OBJECTTYPE* FindAttachmentByAttachmentClass( OBJECTTYPE * pObj, UINT32 uiAttachmentClass, UINT8 subObject )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if (Item[iter->usItem].attachmentclass == uiAttachmentClass && iter->exists())
{
return &(*iter);
}
}
}
return( 0 );
}
INT8 FindLaunchable( SOLDIERTYPE * pSoldier, UINT16 usWeapon )
{
INT8 bLoop;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("FindLaunchable: weapon=%d",usWeapon));
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
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));
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
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) );
}
OBJECTTYPE* FindLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
{
if (pObj->exists() == true)
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if (ValidLaunchable( iter->usItem, usWeapon) )
{
return &(*iter);
}
}
}
}
return( 0 );
}
//CHRISL: This function attempts to find a legal, single-shot grenade item based on the illegal, multi-shot one we send it
UINT16 FindLegalGrenade(UINT16 usItem)
{
UINT16 newItem = 0;
UINT16 usClass = Item[usItem].ubClassIndex;
if ( !UsingNewAttachmentSystem() )
return usItem;
for ( UINT16 loop = 0; loop < gMAXITEMS_READ + 1; ++loop )
{
if(loop == usClass)
continue;
if(Explosive[usClass].ubType == Explosive[loop].ubType && Explosive[usClass].ubDamage == Explosive[loop].ubDamage
&& Explosive[usClass].ubStunDamage == Explosive[loop].ubStunDamage && Explosive[usClass].ubRadius == Explosive[loop].ubRadius
&& Explosive[usClass].ubVolume == Explosive[loop].ubVolume && Explosive[usClass].ubVolatility == Explosive[loop].ubVolatility
&& Explosive[usClass].ubAnimationID == Explosive[loop].ubAnimationID && Explosive[usClass].ubDuration == Explosive[loop].ubDuration
&& Explosive[usClass].ubStartRadius == Explosive[loop].ubStartRadius && Explosive[loop].ubMagSize == 1)
{
newItem = loop;
break;
}
if(Explosive[loop].uiIndex == 0 && loop > 0)
break;
}
if(newItem > 0)
{
for ( UINT16 loop = 1; loop < gMAXITEMS_READ; ++loop )
{
if(Item[loop].uiIndex == 0)
break;
if(Item[loop].usItemClass & IC_GRENADE && Item[loop].ubClassIndex == newItem)
{
return Item[loop].uiIndex;
}
}
}
return usItem;
}
OBJECTTYPE* FindNonSmokeLaunchableAttachment( OBJECTTYPE * pObj, UINT16 usWeapon )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (ValidLaunchable( iter->usItem, usWeapon) && Explosive[Item[iter->usItem].ubClassIndex].ubType != EXPLOSV_SMOKE && iter->exists())
{
return &(*iter);
}
}
}
return( FindLaunchableAttachment(pObj,usWeapon) );
}
//Simple check to see if the item has any attachments
//Madd: if there are only hidden attachments this will now return false, so the asterisk won't be display if the hiddenAttachment tag is true
BOOLEAN ItemHasAttachments( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier, UINT8 iter )
{
BOOLEAN attachmentHidden = TRUE;
if (pObj->exists() == true) {
if(pSoldier != NULL){
for (iter = 0; iter != pObj->objectStack.size(); ++iter)
{
if((*pObj)[iter]->AttachmentListSize() > 0)
{
for(attachmentList::iterator att = (*pObj)[iter]->attachments.begin(); att != (*pObj)[iter]->attachments.end(); ++att)
{
if ( att->usItem != 0 && !Item[att->usItem].hiddenattachment )
{
attachmentHidden = FALSE;
break;
}
}
return !attachmentHidden;
}
}
}
else
{
if((*pObj)[iter]->AttachmentListSize() > 0)
{
for(attachmentList::iterator att = (*pObj)[iter]->attachments.begin(); att != (*pObj)[iter]->attachments.end(); ++att)
{
if ( att->usItem != 0 && !Item[att->usItem].hiddenattachment )
{
attachmentHidden = FALSE;
break;
}
}
return !attachmentHidden;
}
}
}
return FALSE;
}
// 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, UINT8 * pubAPCost )
{
INT32 iLoop = 0;
if (pubAPCost) {
*pubAPCost = (UINT8)APBPConstants[AP_RELOAD_GUN]; //default value
}
//Madd: all guns can be attached to tripwires
if ( Item[usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN )
return TRUE;
//Madd: Common Attachment Framework
if ( IsAttachmentPointAvailable(usItem, usAttachment))
{
if (pubAPCost)
*pubAPCost = Item[usAttachment].ubAttachToPointAPCost;
return TRUE;
}
// 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)
{
if((UsingNewAttachmentSystem()==false && Attachment[iLoop][3] != 1) || UsingNewAttachmentSystem()==true) {
if (pubAPCost) {
*pubAPCost = (UINT8)Attachment[iLoop][2]; //Madd: get ap cost of attaching items :)
}
break;
}
}
iLoop++;
if (Attachment[iLoop][0] != usAttachment)
{
// the proposed item cannot be attached to the item in question
return( FALSE );
}
}
return( TRUE );
}
BOOLEAN ValidAttachment( UINT16 usAttachment, OBJECTTYPE * pObj, UINT8 * pubAPCost, UINT8 subObject, std::vector<UINT16> usAttachmentSlotIndexVector)
{
if ( !pObj->exists() )
return FALSE;
if( UsingNewAttachmentSystem() )
{
//It's possible we've entered this function without being passed the usAttachmentSlotIndexVector parameter
if(usAttachmentSlotIndexVector.empty())
usAttachmentSlotIndexVector = GetItemSlots(pObj);
//Still no slots means nothing will ever be valid
if(usAttachmentSlotIndexVector.empty())
return FALSE;
//Madd: Common Attachment Framework
if ( pubAPCost && IsAttachmentPointAvailable( pObj, subObject, usAttachment ) )
{
*pubAPCost = Item[usAttachment].ubAttachToPointAPCost;
return TRUE;
}
else
{
//Check if the attachment is valid with the main item
if ( ValidAttachment(usAttachment, pObj->usItem, pubAPCost) || ValidLaunchable(usAttachment, pObj->usItem) )
return TRUE;
//Loop through all attachment points on the main item
for(attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if ( iter->exists() )
{
if ( ValidAttachment(usAttachment, iter->usItem, pubAPCost) || ValidLaunchable(usAttachment, iter->usItem) )
return TRUE;
}
}
}
return FALSE;
}
return( ValidAttachment(usAttachment, pObj->usItem, pubAPCost) );
}
UINT8 AttachmentAPCost( UINT16 usAttachment, UINT16 usItem, SOLDIERTYPE * pSoldier ) // SANDRO - added argument
{
UINT8 ubAPCost;
ValidAttachment( usAttachment, usItem, &ubAPCost);
// SANDRO - STOMP traits - Ambidextrous attaching objects speed bonus
if ( pSoldier != NULL )
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
}
}
return ubAPCost;
}
//Also need one with pObj, for the one with usItem is not always correct.
UINT8 AttachmentAPCost( UINT16 usAttachment, OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier, UINT8 subObject, std::vector<UINT16> usAttachmentSlotIndexVector )
{
UINT8 ubAPCost;
ValidAttachment(usAttachment, pObj, &ubAPCost, subObject, usAttachmentSlotIndexVector);
// SANDRO - STOMP traits - Ambidextrous attaching objects speed bonus
if ( pSoldier != NULL )
{
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, AMBIDEXTROUS_NT ) )
{
ubAPCost = (UINT8)((ubAPCost * (100 - gSkillTraitValues.ubAMAttachingItemsAPsReduction) / 100) + 0.5);
}
}
return ubAPCost;
}
//Determine if this slot 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
//in the slot we're trying to attach to.
BOOLEAN ValidItemAttachmentSlot( OBJECTTYPE * pObj, UINT16 usAttachment, BOOLEAN fAttemptingAttachment, BOOLEAN fDisplayMessage, UINT8 subObject, INT16 slotCount, BOOLEAN fIgnoreAttachmentInSlot, OBJECTTYPE ** ppAttachInSlot, std::vector<UINT16> usAttachmentSlotIndexVector)
{
BOOLEAN fSimilarItems = FALSE, fSameItem = FALSE, fNoSpace = FALSE;
UINT16 usSimilarItem = NOTHING;
INT16 ubSlotIndex = 0;
// INT32 iLoop2 = 0;
// INT16 sTimesToRun = 0;
UINT8 curSlot = 0;
UINT8 ubVolumeTaken;
BOOLEAN foundValidAttachment = FALSE;
if (pObj->exists() == false) {
return FALSE;
}
//It's possible we could get here without being sent the usAttachmentSlotIndexVector parameter
if(usAttachmentSlotIndexVector.empty())
usAttachmentSlotIndexVector = GetItemSlots(pObj, subObject);
//No slots means nothing will ever be valid, also a slotCount outside this vector will never be valid either.
if(usAttachmentSlotIndexVector.empty() || (INT16)usAttachmentSlotIndexVector.size() <= slotCount)
return FALSE;
//Search for incompatible attachments
//Madd: check for gun on tripwire first
if ( Item[pObj->usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN && FindAttachmentByClass(pObj,IC_GUN,subObject) != 0 )
{
fSimilarItems = TRUE;
OBJECTTYPE * tmpObj = FindAttachmentByClass(pObj,IC_GUN,subObject);
usSimilarItem = tmpObj->usItem;
}
if ( !fSameItem )
{
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
if ( FindAttachment(pObj, usAttachment, subObject) != 0 && !IsAttachmentClass(usAttachment, (AC_GRENADE|AC_ROCKET|AC_MODPOUCH) ) )
{//Search for identical attachments unless we're dealing with rifle grenades
//DBrot: or pouches
fSameItem = TRUE;
break;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
{
fSimilarItems = TRUE;
usSimilarItem = IncompatibleAttachments[i][1];
break;
}
}
}
if (Item[pObj->usItem].usItemClass == IC_LBEGEAR && Item[usAttachment].usItemClass == IC_LBEGEAR){
ubVolumeTaken = GetVolumeAlreadyTaken(pObj, slotCount);
if(LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeAvailableVolume < (ubVolumeTaken + LBEPocketType[GetFirstPocketOnItem(usAttachment)].pVolume)){
fNoSpace = TRUE;
}
}
//Do we want to check all attachment slots or just the one in slotcount?
if(slotCount == -1){
//Loop through slots
UINT32 uiSlots = min((*pObj)[subObject]->attachments.size(), usAttachmentSlotIndexVector.size());//dnl ch76 091113 ugly fix as AK74 after attach/remove GL will have more attachments then usAttachmentSlotIndexVector which lead to CTD
for(UINT8 curSlot = 0; curSlot < uiSlots && !foundValidAttachment; curSlot++){
//Any attachment that is already in this slot will go here.
OBJECTTYPE * pAttachment;
//Get the current attachment in the slot we're looking at.
pAttachment = (*pObj)[subObject]->GetAttachmentAtIndex(curSlot);
ubSlotIndex = usAttachmentSlotIndexVector[curSlot];
//WarmSteel - does this particular slot already hold an item?
if(ppAttachInSlot && pAttachment->exists() )
*ppAttachInSlot = pAttachment;
//Search for any valid attachments in this slot
//CHRISL: Valid attachments are determined by the old "ValidItemAttachment" function and comparing the attachment class of the item and slot
//Madd: gun on tripwire always allowed
if((AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass || (Item[usAttachment].usItemClass & IC_GUN && Item[pObj->usItem].tripwire)) &&
(ValidItemAttachment(pObj,usAttachment,fAttemptingAttachment,fDisplayMessage,subObject,usAttachmentSlotIndexVector) ||
ValidLaunchable(usAttachment, GetAttachedGrenadeLauncher(pObj)) ||
ValidLaunchable(usAttachment, pObj->usItem)))
{
foundValidAttachment = TRUE;
}
}
} else {
OBJECTTYPE * pAttachment;
pAttachment = (*pObj)[subObject]->GetAttachmentAtIndex((UINT8)slotCount);
ubSlotIndex = usAttachmentSlotIndexVector[slotCount];
//WarmSteel - does this particular slot already hold an item? :( If we have a pAttachInSlot we're trying to switch, so then it doesn't matter.
if(!fIgnoreAttachmentInSlot && pAttachment->exists() && fAttemptingAttachment && (!ppAttachInSlot || Item[pAttachment->usItem].inseparable == 1)){
//If we have a parameter to return pAttachment to, store it, else the item does not attach to this slot.
fSimilarItems = TRUE;
usSimilarItem = pAttachment->usItem;
} else {
//CHRISL: This should allow attachment swapping even if our attachments can't normally be on the weapon at the same time.
if(slotCount != -1 && pAttachment->exists() && usSimilarItem == pAttachment->usItem && FindAttachmentSlot(pObj, pAttachment->usItem, subObject) == slotCount)
fSimilarItems = FALSE;
//If we have an item to return the existing attachment to.
if(ppAttachInSlot && pAttachment->exists())
*ppAttachInSlot = pAttachment;
//Search for any valid attachments in this slot
//CHRISL: Valid attachments are determined by the old "ValidItemAttachment" function and comparing the attachment class of the item and slot
//Madd: gun on tripwire always allowed
if((AttachmentSlots[ubSlotIndex].nasAttachmentClass & Item[usAttachment].nasAttachmentClass || (Item[usAttachment].usItemClass & IC_GUN && Item[pObj->usItem].tripwire)) &&
(ValidItemAttachment(pObj,usAttachment,FALSE,FALSE,subObject,usAttachmentSlotIndexVector) ||
ValidLaunchable(usAttachment, GetAttachedGrenadeLauncher(pObj)) ||
ValidLaunchable(usAttachment, pObj->usItem)))
{
foundValidAttachment = TRUE;
}
}
}
if(fAttemptingAttachment){
if (fSimilarItems)
{
if(fDisplayMessage) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_CANT_USE_TWO_ITEMS ], ItemNames[ usSimilarItem ], ItemNames[ usAttachment ] );
return( FALSE );
}
else if (fSameItem)
{
if (fDisplayMessage) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_ATTACHMENT_ALREADY ] );
return( FALSE );
}
else if (fNoSpace)
{
if (fDisplayMessage) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_NO_SPACE_FOR_POCKET ] );
return( FALSE );
}
else if ( !foundValidAttachment && fDisplayMessage && !ValidMerge( usAttachment, pObj->usItem ) )
{
//We don't want a message if we might be merging this little thingey later.
//well, maybe the player thought he could
CHAR16 zTemp[ 100 ];
swprintf( zTemp, Message[ STR_CANNOT_ATTACH_SLOT ], ItemNames[ usAttachment ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, zTemp );
}
}
return( foundValidAttachment );
}
//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, BOOLEAN fDisplayMessage, UINT8 subObject, std::vector<UINT16> usAttachmentSlotIndexVector)
{
BOOLEAN fSameItem = FALSE, fSimilarItems = FALSE;
UINT16 usSimilarItem = NOTHING;
if (pObj->exists() == false) {
return FALSE;
}
if ( !ValidAttachment( usAttachment, pObj, NULL, subObject, usAttachmentSlotIndexVector ) )
{
// check for an underslung grenade launcher attached to the gun
if ( (IsGrenadeLauncherAttached ( pObj, subObject ) ) && 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 && fDisplayMessage && ValidAttachmentClass( usAttachment, pObj->usItem ) )//dnl ch75 251013
{
// well, maybe the player thought he could
CHAR16 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 ) != 0)
{
fSameItem = TRUE;
}
*/
//Madd: check for gun on tripwire first
if ( Item[pObj->usItem].tripwire && Item[usAttachment].usItemClass & IC_GUN && FindAttachmentByClass(pObj,IC_GUN,subObject) != 0 )
{
fSimilarItems = TRUE;
OBJECTTYPE * tmpObj = FindAttachmentByClass(pObj,IC_GUN,subObject);
usSimilarItem = tmpObj->usItem;
}
if ( !fSameItem )
{
for(int i = 0;i<sizeof(IncompatibleAttachments);i++)
{
if ( FindAttachment(pObj, usAttachment, subObject) != 0 )
{
fSameItem = TRUE;
break;
}
if ( IncompatibleAttachments[i][0] == NONE )
break;
if ( IncompatibleAttachments[i][0] == usAttachment && FindAttachment (pObj,IncompatibleAttachments[i][1],subObject) != 0 )
{
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) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = UNDER_GLAUNCHER;
// }
// break;
// case UNDER_GLAUNCHER:
// if ( FindAttachment( pObj, BIPOD ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = BIPOD;
// }
// break;
///*
// case LASERSCOPE:
// if (FindAttachment( pObj, SNIPERSCOPE ) != 0)
// {
// return( FALSE );
// }
// break;
// case SNIPERSCOPE:
// if (FindAttachment( pObj, LASERSCOPE ) != 0)
// {
// return( FALSE );
// }
// break;
// */
// case DETONATOR:
// if( FindAttachment( pObj, REMDETONATOR ) != 0 )
// {
// fSameItem = TRUE;
// }
// break;
// case REMDETONATOR:
// if( FindAttachment( pObj, DETONATOR ) != 0 )
// {
// fSameItem = TRUE;
// }
// break;
// case SNIPERSCOPE:
// if( FindAttachment( pObj, REFLEX_SCOPED ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_SCOPED;
// }
// break;
// case REFLEX_SCOPED:
// if( FindAttachment( pObj, SNIPERSCOPE ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = SNIPERSCOPE;
// }
// if( FindAttachment( pObj, REFLEX_UNSCOPED ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_UNSCOPED;
// }
// break;
// case REFLEX_UNSCOPED:
// if( FindAttachment( pObj, REFLEX_SCOPED ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = REFLEX_SCOPED;
// }
// break;
// case SILENCER:
// if( FindAttachment( pObj, FLASH_SUPPRESSOR ) != 0 )
// {
// fSimilarItems = TRUE;
// usSimilarItem = FLASH_SUPPRESSOR;
// }
// break;
// case FLASH_SUPPRESSOR:
// if( FindAttachment( pObj, SILENCER ) != 0 )
// {
// 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;
//Madd: skip this function if either item is nothing
//this will let us trim some lines from compatiblefaceitems.xml
if ( usItem1 == NONE || usItem2 == NONE )
return TRUE;
// 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;
// Flugente: as this would cause launchers to happily launch attachments around the landscape, we really have to check the list of launchables
// if a modder decides to define launchables via attachment points, slap him and tell him not to do that
//Madd: Common Attachment Framework
//if ( IsAttachmentPointAvailable(usItem, usLaunchable) )
//return TRUE;
//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 (pObj->exists() == false) {
return FALSE;
}
//Madd: Common Attachment Framework
if ( !ValidLaunchable( usAttachment, pObj->usItem ) && !IsAttachmentPointAvailable(pObj, 0, usAttachment) )
{
return( FALSE );
}
// if we can find another of the same class as the attachment, it's not possible
if ( FindAttachmentByClass( pObj, Item[ usAttachment ].usItemClass ) != 0 )
{
return( FALSE );
}
return( TRUE );
}
UINT16 GetLauncherFromLaunchable( UINT16 usLaunchable )
{
INT32 iLoop = 0;
// 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, UINT16 * pusResult2, UINT8 * pubType, UINT8 * pubAPCost )
{
// 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;
//CHRISL: Update this so we can also merge IC_MONEY like wallets and nuggets.
if (usMerge == usItem && (Item[ usItem ].usItemClass == IC_AMMO || Item[ usItem ].usItemClass == IC_MONEY))
{
*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 );
}
}
// Flugente: for random items, we have to do the resolution here
UINT16 result1 = Merge[iLoop][2];
UINT16 rdresult1 = 0;
if ( GetItemFromRandomItem(result1, &rdresult1) )
result1 = rdresult1;
UINT16 result2 = Merge[iLoop][3];
UINT16 rdresult2 = 0;
if ( GetItemFromRandomItem(result2, &rdresult2) )
result2 = rdresult2;
//WarmSteel - Return false if the results aren't valid.
if( !ItemIsLegal(result1, TRUE) && !ItemIsLegal(result2, TRUE) ){
return( FALSE );
}
*pusResult = result1;
*pusResult2 = result2;
*pubType = (UINT8) Merge[iLoop][4];
*pubAPCost = (UINT8) Merge[iLoop][5];
return( TRUE );
}
BOOLEAN ValidMerge( UINT16 usMerge, UINT16 usItem )
{
UINT16 usIgnoreResult, usIgnoreResult2;
UINT8 ubIgnoreType, ubIgnoreAPCost;
return( EvaluateValidMerge( usMerge, usItem, &usIgnoreResult, &usIgnoreResult2, &ubIgnoreType, &ubIgnoreAPCost ) );
}
int GetPocketSizeByDimensions(int sizeX, int sizeY)
{
static const UINT8 cisPocketSize[6][4] =
{
11, 12, 13, 14,
15, 16, 17, 18,
19, 20, 21, 22,
23, 24, 25, 26,
27, 28, 29, 30,
31, 32, 33, 34
};
return cisPocketSize[sizeX][sizeY];
}
void GetPocketDimensionsBySize(int pocketSize, int& sizeX, int& sizeY)
{
static const UINT8 cisPocketSize[6][4] =
{
11, 12, 13, 14,
15, 16, 17, 18,
19, 20, 21, 22,
23, 24, 25, 26,
27, 28, 29, 30,
31, 32, 33, 34
};
for(sizeX=0; sizeX<6; sizeX++)
{
for(sizeY=0; sizeY<4; sizeY++)
{
if(pocketSize == cisPocketSize[sizeX][sizeY])
{
return;
}
}
}
}
// CHRISL: New function to dynamically modify ItemSize based on attachments, stack size, etc
UINT16 CalculateItemSize( OBJECTTYPE *pObject )
{
UINT16 iSize;
UINT16 currentSize = 0;
UINT32 cisIndex;
// Determine default ItemSize based on item and attachments
cisIndex = pObject->usItem;
iSize = Item[cisIndex].ItemSize;
if(iSize>gGameExternalOptions.guiMaxItemSize)
iSize = gGameExternalOptions.guiMaxItemSize;
//for each object in the stack, hopefully there is only 1
for (int numStacked = 0; numStacked < pObject->ubNumberOfObjects; ++numStacked)
{
//some weapon attachments can adjust the ItemSize of a weapon
if(iSize<gGameExternalOptions.guiMaxWeaponSize)
{
for (attachmentList::iterator iter = (*pObject)[numStacked]->attachments.begin(); iter != (*pObject)[numStacked]->attachments.end(); ++iter)
{
if ( iter->exists() )
{
iSize += Item[iter->usItem].itemsizebonus;
// CHRISL: This is to catch things if we try and reduce ItemSize when we're already at 0
}
}
if(iSize > gGameExternalOptions.guiMaxItemSize || iSize < 0) //JMich
iSize = 0;
if(iSize > gGameExternalOptions.guiMaxWeaponSize) //JMich
iSize = gGameExternalOptions.guiMaxWeaponSize; //JMich
}
// LBENODE has it's ItemSize adjusted based on what it's storing
if( pObject->IsActiveLBE(numStacked) )
{
LBENODE* pLBE = pObject->GetLBEPointer(numStacked);
if(pLBE)
{
//start by determining the equivalent number of "small" pockets that this LBENODE has access to. This
// is based on the pType value in Pockets.xml with 1=Small, 2=Medium and 3=Large
UINT16 totalPocketValue = 0;
FLOAT percentOfItemUsed = 0;
UINT16 pIndex, testSize, maxSize;
UINT8 pocketCapacity, numberOfSizeIncrements;
FLOAT currentPocketPercent, currentPocketPartOfTotal;
UINT16 invsize = pLBE->inv.size();
for(UINT16 x = 0; x < invsize; ++x)
{
if(LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbePocketIndex[x] != 0)
{
pIndex = LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbePocketIndex[x];
totalPocketValue += LBEPocketType[pIndex].pType;
}
}
//Now, look through each active pocket
for(UINT16 x = 0; x < invsize; ++x)
{
if ( pLBE->inv[x].exists() )
{
pIndex = LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbePocketIndex[x];
testSize = CalculateItemSize(&pLBE->inv[x]);
pocketCapacity = LBEPocketType[pIndex].ItemCapacityPerSize[testSize];
currentPocketPercent = (FLOAT)pLBE->inv[x].ubNumberOfObjects / (FLOAT)pocketCapacity;
currentPocketPartOfTotal = (FLOAT)LBEPocketType[pIndex].pType / (FLOAT)totalPocketValue;
percentOfItemUsed += currentPocketPartOfTotal * currentPocketPercent;
}
}
maxSize = max(iSize, LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbeFilledSize);
//Now, determine the increments between initial ItemSize and Filled Size, and adjust iSize by percentOfItemUsed
if(percentOfItemUsed != 0)
{
numberOfSizeIncrements = LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbeFilledSize - Item[pObject->usItem].ItemSize;
testSize = (UINT16)((numberOfSizeIncrements * percentOfItemUsed) + .5);
currentSize = __max(iSize + testSize, currentSize);
currentSize = __min(currentSize, maxSize);
}
#if 0
//old method
UINT16 newSize, testSize, maxSize;
UINT8 cnt=0;
newSize = 0;
maxSize = max(iSize, LoadBearingEquipment[Item[pObject->usItem].ubClassIndex].lbeFilledSize);
// Look for the ItemSize of the largest item in this LBENODE
for(UINT16 x = 0; x < invsize; ++x)
{
if(pLBE->inv[x].exists() == true)
{
testSize = CalculateItemSize(&(pLBE->inv[x]));
//Now that we have the size of one item, we want to factor in the number of items since two
// items take up more space then one.
testSize = testSize + pLBE->inv[x].ubNumberOfObjects - 1;
testSize = min(testSize,34);
//We also need to increase the size of guns so they'll fit with the rest of our calculations.
if(testSize < 5)
testSize += 10;
if(testSize < 10)
testSize += 18;
//Finally, we want to factor in multiple pockets. We'll do this by counting the number of filled
// pockets, then add this count total to our newSize when everything is finished.
cnt++;
newSize = max(testSize, newSize);
}
}
//Add the total number of filled pockets to our NewSize to account for multiple pockets being used
newSize += cnt;
newSize = min(newSize,34);
// If largest item is smaller then LBE, don't change ItemSize
if(newSize > 0 && newSize < iSize) {
iSize = iSize;
}
// if largest item is larget then LBE but smaller then max size, partially increase ItemSize
else if(newSize >= iSize && newSize < maxSize) {
iSize = newSize;
}
// if largest item is larger then max size, reset ItemSize to max size
else if(newSize >= maxSize) {
iSize = maxSize;
}
#endif
}
}
}
//Finally, set the new iSize value
iSize = __max(iSize, currentSize);
return(iSize);
}
UINT16 CalculateAmmoWeight( UINT16 usGunAmmoItem, UINT16 ubShotsLeft )
{
if( 0 == usGunAmmoItem ) /* Sergeant_Kolja: 2007-06-11, Fix for Creature Spit. This has no Ammo, so the old code calculated accidentally -1.6 resulting in 0xFFFF */
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "'no ammo weight' FIX for Creatures\r\n" );
return 0;
}
//Temporary calculation for minWeight. 0.2*ubWeight rounded correctly
UINT32 uiMinWeight = (UINT32)((Item[usGunAmmoItem].ubWeight / 5.0) + 0.5);
if( uiMinWeight < 1 || uiMinWeight > Item[usGunAmmoItem].ubWeight)
{
uiMinWeight = 1;
}
double weight = 0.0;
if(ubShotsLeft > 0)
{
if( uiMinWeight == Item[usGunAmmoItem].ubWeight )
{
weight += (double)uiMinWeight;
}
else
{
weight += (double)uiMinWeight + (( (double)ubShotsLeft / (double)Magazine[ Item[usGunAmmoItem].ubClassIndex ].ubMagSize) * ( (double)Item[usGunAmmoItem].ubWeight - (double)uiMinWeight ));
}
}
weight += 0.5; //Pulmu:To round correctly
return (UINT16)weight;
//Pulmu end
}
/*CHRISL: Change to a 16bit integer for a max weight of 6553.5kg. Also changed to account for
new inventory system. */
UINT16 CalculateObjectWeight( OBJECTTYPE *pObject )
{
if (pObject->exists() == false || pObject->ubNumberOfObjects == 0) {
return 0;
}
UINT16 weight = 0;
INVTYPE * pItem;
pItem = &(Item[ pObject->usItem ]);
//ADB it is much easier and faster to calculate ammo in a lump rather than accumulate a stack's weight
if ( pItem->usItemClass == IC_AMMO)//Pulmu: added weight allowance for ammo not being full
{
if ( gGameExternalOptions.fAmmoDynamicWeight == TRUE ) {
for( int cnt = 0; cnt < pObject->ubNumberOfObjects; cnt++ )
{
weight += CalculateAmmoWeight(pObject->usItem, (*pObject)[cnt]->data.ubShotsLeft);
}
}
else {
// Start with base weight
weight = pItem->ubWeight;
//multiply by the number of objects, can be 0
weight *= pObject->ubNumberOfObjects;
}
}
else {
for (int x = 0; x < pObject->ubNumberOfObjects; ++x) {
weight += pObject->GetWeightOfObjectInStack(x);
}
}
return( weight );
}
UINT16 OBJECTTYPE::GetWeightOfObjectInStack(unsigned int index)
{
//Item does not exist
if( index >= ubNumberOfObjects )
{
return 0;
}
INVTYPE * pItem = &(Item[ usItem ]);
// Start with base weight
UINT16 weight = pItem->ubWeight;
if ( pItem->usItemClass != IC_AMMO )
{
// Are we looking at an LBENODE item? New inventory only.
if(pItem->usItemClass == IC_LBEGEAR && IsActiveLBE(index) && (UsingNewInventorySystem() == true))
{
LBENODE* pLBE = GetLBEPointer(index);
if (pLBE)
{
UINT16 invsize = pLBE->inv.size();
for ( UINT16 subObjects = 0; subObjects < pLBE->inv.size(); ++subObjects)
{
if (pLBE->inv[subObjects].exists() == true)
{
weight += CalculateObjectWeight(&(pLBE->inv[subObjects]));
}
}
}
//do not search for attachments to an LBE
return weight;
}
// account for any attachments
for (attachmentList::iterator iter = (*this)[index]->attachments.begin(); iter != (*this)[index]->attachments.end(); ++iter) {
if(iter->exists()){
weight += CalculateObjectWeight(&(*iter));
}
}
// add in weight of ammo
if (Item[ usItem ].usItemClass == IC_GUN && (*this)[index]->data.gun.ubGunShotsLeft > 0)
{
if( gGameExternalOptions.fAmmoDynamicWeight == TRUE )
{
weight += CalculateAmmoWeight((*this)[index]->data.gun.usGunAmmoItem, (*this)[index]->data.gun.ubGunShotsLeft);
}
else
{
weight += Item[ (*this)[index]->data.gun.usGunAmmoItem ].ubWeight;
}
}
// account for partially eaten food
if ( gGameOptions.fFoodSystem && Item[usItem].foodtype > 0 )
weight *= (FLOAT)((*this)[index])->data.objectStatus/100.0f;
}
else if ( pItem->usItemClass == IC_AMMO && gGameExternalOptions.fAmmoDynamicWeight == TRUE )//Pulmu: added weight allowance for ammo not being full
{
weight = CalculateAmmoWeight(usItem, (*this)[index]->data.ubShotsLeft);
}
return weight;
}
UINT32 CalculateCarriedWeight( SOLDIERTYPE * pSoldier )
{
UINT32 uiTotalWeight = 0;
UINT32 uiPercent;
UINT8 ubLoop;
UINT32 ubStrengthForCarrying;
//Pulmu: Changes for dynamic ammo weight
UINT8 invsize = pSoldier->inv.size();
for( ubLoop = 0; ubLoop < invsize; ++ubLoop)
{
//ADB the weight of the object is already counting stacked objects, attachments, et al
uiTotalWeight += CalculateObjectWeight(&pSoldier->inv[ubLoop]);
}
// 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, FALSE );
if ( ubStrengthForCarrying > 80 )
{
ubStrengthForCarrying += (ubStrengthForCarrying - 80);
}
// SANDRO - STOMP traits - Bodybuilding carry weight bonus
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, BODYBUILDING_NT ) )
{
ubStrengthForCarrying = (ubStrengthForCarrying * (100 + gSkillTraitValues.ubBBCarryWeightBonus) / 100); // plus one third
}
// Flugente: diseases can affect stat effectivity
INT16 diseaseeffect = 0;
for ( int i = 0; i < NUM_DISEASES; ++i )
diseaseeffect += Disease[i].sEffCarryStrength * pSoldier->GetDiseaseMagnitude( i );
ubStrengthForCarrying = (ubStrengthForCarrying * (100 + diseaseeffect + pSoldier->GetBackgroundValue( BG_PERC_CARRYSTRENGTH )) / 100);
// 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!
// HEADROCK HAM 3: STR required per 1/2 kilo has been externalized. Can someone tidy this up though? The
// formula works great, but it's damn ugly now.
uiPercent = (UINT32)(((FLOAT)20 * (FLOAT)gGameExternalOptions.iStrengthToLiftHalfKilo) * uiTotalWeight) / ( ubStrengthForCarrying );
return( uiPercent );
}
void DeleteObj(OBJECTTYPE * pObj )
{
pObj->initialize();
}
void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 )
{
//cannot use gTempObject
OBJECTTYPE Temp (*pObj1 );
*pObj1 = *pObj2;
*pObj2 = Temp;
}
//ADB these 2 functions were created because the code calls SwapObjs all over the place
//but never handles the effects of that swap!
void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPermanent)
{
SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
if(fPermanent && !TANK(pSoldier))//dnl ch64 290813 for current tank don't go further as it lead to invalid animation
{
//old usItem for the left slot is now stored in the right slot, and vice versa
HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
HandleTacticalEffectsOfEquipmentChange(pSoldier, rightSlot, pSoldier->inv[ leftSlot ].usItem, pSoldier->inv[ rightSlot ].usItem);
}
}
void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject, BOOLEAN fPermanent)
{
SwapObjs(&pSoldier->inv[ slot ], pObject);
if (fPermanent)
{
HandleTacticalEffectsOfEquipmentChange(pSoldier, slot, pObject->usItem, pSoldier->inv[ slot ].usItem);
}
}
void DamageObj( OBJECTTYPE * pObj, INT8 bAmount, UINT8 subObject )
{
// Flugente: lower repair threshold
(*pObj)[subObject]->data.sRepairThreshold = max(1, (*pObj)[subObject]->data.sRepairThreshold - bAmount/3);
//usually called from AttachObject, where the attachment is known to be a single item,
//and the attachment is only being attached to the top of the stack
if (bAmount >= (*pObj)[subObject]->data.objectStatus)
{
(*pObj)[subObject]->data.objectStatus = 1;
}
else
{
(*pObj)[subObject]->data.objectStatus -= bAmount;
}
}
void DistributeStatus(OBJECTTYPE* pSourceObject, OBJECTTYPE* pTargetObject, INT16 bMaxPoints)
{
INT16 bPointsToMove;
for ( int bLoop = pSourceObject->ubNumberOfObjects - 1; bLoop >= 0; bLoop-- )
{
StackedObjectData* pSource = (*pSourceObject)[ bLoop ];
if ( pSource->data.objectStatus > 0 )
{
// take the points here and distribute over the lower #d items
int bLoop2;
if (pSourceObject == pTargetObject) {
//we are averaging out the same object
bLoop2 = bLoop - 1;
}
else {
//we are moving from the cursor object to this one
bLoop2 = pTargetObject->ubNumberOfObjects - 1;
}
//for (; bLoop2 >= 0; bLoop2-- )
for(int i = 0; i<=bLoop2; i++)
{
StackedObjectData* pDest = (*pTargetObject)[ i ];
if ( pDest->data.objectStatus < bMaxPoints )
{
bPointsToMove = bMaxPoints - pDest->data.objectStatus;
bPointsToMove = __min( bPointsToMove, pSource->data.objectStatus );
pDest->data.objectStatus += bPointsToMove;
pSource->data.objectStatus -= bPointsToMove;
if ( pSource->data.objectStatus == 0 )
{
StackedObjects::iterator iter = pSourceObject->objectStack.begin();
for (int x = 0; x < bLoop; ++x) {
++iter;
}
pSourceObject->objectStack.erase(iter);
pSourceObject->ubNumberOfObjects--;
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pSourceObject->ubWeight = CalculateObjectWeight(pSourceObject);
// done!
break;
}
}
}
}
}
}
BOOLEAN PlaceObjectAtObjectIndex( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj, UINT8 ubIndex, UINT32 ubCap )
{
if (pSourceObj->usItem != pTargetObj->usItem)
{
return( TRUE );
}
if (ubIndex < pTargetObj->ubNumberOfObjects)
{
// swap
//std::swap??
StackedObjectData data = *((*pSourceObj)[0]);
*((*pSourceObj)[0]) = *((*pTargetObj)[ubIndex]);
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pSourceObj->ubWeight = CalculateObjectWeight(pSourceObj);
*((*pTargetObj)[ubIndex]) = data;
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pTargetObj->ubWeight = CalculateObjectWeight(pTargetObj);
return( TRUE );
}
else
{
// add to end
pTargetObj->AddObjectsToStack( *pSourceObj, 1, NULL, NUM_INV_SLOTS, ubCap );
if (pSourceObj->exists() == true) {
return( TRUE );
}
else {
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, UINT32 subObject )
{
UINT16 ubBulletsToMove;
INT16 bAPs;
UINT16 usReloadSound;
BOOLEAN fSameAmmoType;
BOOLEAN fSameMagazineSize;
BOOLEAN fReloadingWithStack;
BOOLEAN fEmptyGun;
BOOLEAN fEnoughAPs;
INT8 bReloadType;
UINT16 usNewAmmoItem;
UINT16 usLargestMag;
UINT32 ammoObject = 0;
bAPs = 0;
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
//CHRISL: Alter this so we treat clip fed weapons differently from weapons that load with loose rounds
bAPs = GetAPsToReloadGunWithAmmo( pSoldier, 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, CalculateObjectWeight(pAmmo) ) );
(*pGun)[subObject]->data.gun.usGunAmmoItem = pAmmo->usItem;
if ( pGun->AttachObject( pSoldier, pAmmo ) == FALSE )
{
(*pGun)[subObject]->data.gun.usGunAmmoItem = NONE;
// abort
return( FALSE );
}
}
else
{
fEmptyGun = ((*pGun)[subObject]->data.gun.ubGunShotsLeft == 0);
fReloadingWithStack = (pAmmo->ubNumberOfObjects > 1);
fSameAmmoType = ( (*pGun)[subObject]->data.gun.ubGunAmmoType == Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType );
fSameMagazineSize = ( Magazine[ Item[ pAmmo->usItem ].ubClassIndex ].ubMagSize == GetMagSize( pGun, subObject));
fEnoughAPs = EnoughPoints( pSoldier, GetAPsToReloadGunWithAmmo( pSoldier, pGun, pAmmo, FALSE ), 0,FALSE );
if (fEmptyGun)
{
bReloadType = RELOAD_PLACE;
}
else
{
// record old ammo
CreateAmmo((*pGun)[subObject]->data.gun.usGunAmmoItem, &gTempObject, (*pGun)[subObject]->data.gun.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;
}
}
}
//CHRISL: We need to verify that the passed subObject actually exists. We could get passed an empty subObject if we
// reload a stack of weapons from the stack popup. If this is the case, reset subObject to the last item in the
// stack
if(subObject >= pGun->ubNumberOfObjects)
subObject = ammoObject = pGun->ubNumberOfObjects-1;
//CHRISL: If reloading with a stack, we probably want the item with the most ammo still in it
if (fReloadingWithStack)
{
usLargestMag = (*pAmmo)[ammoObject]->data.ubShotsLeft;
for(int i = 0; i<pAmmo->ubNumberOfObjects; i++)
{
if((*pAmmo)[i]->data.ubShotsLeft == Magazine[Item[pAmmo->usItem].ubClassIndex].ubMagSize)
{
ammoObject = i;
break;
}
else if((*pAmmo)[i]->data.ubShotsLeft > usLargestMag)
{
ammoObject = i;
}
}
}
if (fSameMagazineSize)
{
// record new ammo item for gun
usNewAmmoItem = pAmmo->usItem;
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( (*pAmmo)[ammoObject]->data.ubShotsLeft, GetMagSize(pGun) - (*pGun)[subObject]->data.gun.ubGunShotsLeft );
}
else
{
ubBulletsToMove = (*pAmmo)[ammoObject]->data.ubShotsLeft;
}
}
else if (Magazine[Item[pAmmo->usItem].ubClassIndex].ubMagSize > GetMagSize(pGun, subObject))
{
//MADD MARKER
//usNewAmmoItem = pAmmo->usItem - 1;
usNewAmmoItem = FindReplacementMagazine(Weapon[pGun->usItem].ubCalibre ,GetMagSize(pGun, subObject),Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType);
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( (*pAmmo)[ammoObject]->data.ubShotsLeft, GetMagSize(pGun, subObject) - (*pGun)[subObject]->data.gun.ubGunShotsLeft );
}
else
{
ubBulletsToMove = __min( (*pAmmo)[ammoObject]->data.ubShotsLeft, GetMagSize(pGun, subObject) );
}
}
else // mag is smaller than weapon mag
{
//MADD MARKER
//usNewAmmoItem = pAmmo->usItem + 1;
usNewAmmoItem = FindReplacementMagazine(Weapon[pGun->usItem].ubCalibre ,GetMagSize(pGun, subObject),Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType);
if (bReloadType == RELOAD_TOPOFF)
{
ubBulletsToMove = __min( (*pAmmo)[ammoObject]->data.ubShotsLeft, GetMagSize(pGun, subObject) - (*pGun)[subObject]->data.gun.ubGunShotsLeft );
}
else
{
ubBulletsToMove = __min( (*pAmmo)[ammoObject]->data.ubShotsLeft, GetMagSize(pGun, subObject));
}
}
//CHRIS: This should reset the number of bullest moved to what we can actually afford when loading loose rounds
if(Weapon[pGun->usItem].swapClips == 0 && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
{
if(fEnoughAPs)
{
bAPs = GetAPsToReloadGunWithAmmo( pSoldier, pGun, pAmmo, FALSE );
}
else
{
//how many can we reload? remember, bAPs assumes 1 round at this stage
bAPs = GetAPsToReloadGunWithAmmo( pSoldier, pGun, pAmmo, 2 );
for(int i = 0; i<ubBulletsToMove; i++)
{
if(EnoughPoints(pSoldier, (bAPs+(i*APBPConstants[AP_RELOAD_LOOSE])), 0, FALSE) == FALSE)
{
ubBulletsToMove = i+1;
break;
}
}
bAPs = GetAPsToReloadGunWithAmmo( pSoldier, pGun, pAmmo );
}
}
switch( bReloadType )
{
case RELOAD_PLACE:
(*pGun)[subObject]->data.gun.ubGunShotsLeft = ubBulletsToMove;
(*pGun)[subObject]->data.gun.ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
(*pGun)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
break;
case RELOAD_SWAP:
(*pGun)[subObject]->data.gun.ubGunShotsLeft = ubBulletsToMove;
(*pGun)[subObject]->data.gun.ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
(*pGun)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
if (fReloadingWithStack)
{
// add to end of stack
pAmmo->AddObjectsToStack( gTempObject, 1 );
}
else
{
// Copying the old ammo to the cursor in turnbased could screw up for the player
// (suppose his inventory is full!)
//ADB copying the old ammo to the cursor at any time will screw it up if the cursor ammo is a stack!
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && !EnoughPoints( pSoldier, (INT8) (bAPs + GetBasicAPsToPickupItem( pSoldier )), 0, FALSE ) // SANDRO
|| pAmmo->ubNumberOfObjects > 1)
{
// try autoplace
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
{
// put it on the ground
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
}
// delete the object now in the cursor
pAmmo->RemoveObjectsFromStack(1);
}
else
{
// copy the old ammo to the cursor
*pAmmo = gTempObject;
}
}
break;
case RELOAD_AUTOPLACE_OLD:
if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) )
{
// error msg!
return( FALSE );
}
// place first ammo in gun
(*pGun)[subObject]->data.gun.ubGunShotsLeft = ubBulletsToMove;
(*pGun)[subObject]->data.gun.ubGunAmmoType = Magazine[Item[pAmmo->usItem].ubClassIndex].ubAmmoType;
(*pGun)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
break;
case RELOAD_TOPOFF:
// ADD that many bullets to gun
(*pGun)[subObject]->data.gun.ubGunShotsLeft += ubBulletsToMove;
break;
}
// CHRISL: If we don't completely reload a SwapClips==0 weapon, set the "reload" flag
if(Weapon[pGun->usItem].swapClips == 0 && GetMagSize(pGun, subObject) != (*pGun)[0]->data.gun.ubGunShotsLeft)
{
(*pGun)[subObject]->data.gun.ubGunState |= GS_WEAPON_BEING_RELOADED;
(*pGun)[subObject]->data.gun.ubGunState &= ~GS_CARTRIDGE_IN_CHAMBER;
}
else
{
(*pGun)[subObject]->data.gun.ubGunState &= ~GS_WEAPON_BEING_RELOADED;
(*pGun)[subObject]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
}
if ( ! ( bReloadType == RELOAD_SWAP && !fReloadingWithStack ) )
{
// remove # of bullets, delete 1 object if necessary
(*pAmmo)[ammoObject]->data.ubShotsLeft -= ubBulletsToMove;
if ((*pAmmo)[ammoObject]->data.ubShotsLeft == 0)
{
pAmmo->RemoveObjectAtIndex(ammoObject);
//pAmmo->RemoveObjectsFromStack(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->GetName() );
}
DeductPoints( pSoldier, bAPs, 0 );
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pGun->ubWeight = CalculateObjectWeight( pGun );
if ( (*pGun)[subObject]->data.gun.bGunAmmoStatus >= 0 )
{
// make sure gun ammo status is 100, if gun isn't jammed
(*pGun)[subObject]->data.gun.bGunAmmoStatus = 100;
}
//CHRISL: Move this towards the top so that we can leave this flag off if we're in the middle of reloading
//(*pGun)[subObject]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER; // Madd: reloading should automatically put cartridge in chamber
return( TRUE );
}
BOOLEAN EmptyWeaponMagazine( OBJECTTYPE * pWeapon, OBJECTTYPE *pAmmo, UINT32 subObject )
{
UINT16 usReloadSound;
CHECKF( pAmmo != NULL );
if ( (*pWeapon)[subObject]->data.gun.ubGunShotsLeft > 0 )
{
CreateAmmo((*pWeapon)[subObject]->data.gun.usGunAmmoItem, pAmmo, (*pWeapon)[subObject]->data.gun.ubGunShotsLeft);
(*pWeapon)[subObject]->data.gun.ubGunShotsLeft = 0;
(*pWeapon)[subObject]->data.gun.ubGunAmmoType = 0;
// HEADROCK HAM 3.5: Leaving the ammo inside the gun causes EDB stats to display values as though the magazine
// still gives some effects (like autopen reduction, range bonus, etcetera). I'm going to try to work around
// this issue.
(*pWeapon)[subObject]->data.gun.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 );
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pWeapon->ubWeight = CalculateObjectWeight( pWeapon );
// Pulmu bugfix:
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pAmmo->ubWeight = CalculateObjectWeight( pAmmo );
// Pulmu end:
return( TRUE );
}
else
{
// HEADROCK HAM 3.5: Clear the ammo type and magazine on player command. This will remove all bonuses by
// the ammo and allow viewing the gun's normal stats. It will also change the weapon's ammocolor back to grey.
(*pWeapon)[subObject]->data.gun.ubGunAmmoType = 0;
(*pWeapon)[subObject]->data.gun.usGunAmmoItem = 0;
//CHRISL: Clear the contents of pAmmo just in case
pAmmo->initialize();
return( FALSE );
}
}
// HEADROCK HAM 3.3: Added an additional argument which helps the program pick a magazine
// that matches the ammotype currently used in the weapon. This makes for much smarter
// ammo selection.
INT8 FindAmmo( SOLDIERTYPE * pSoldier, UINT8 ubCalibre, UINT16 ubMagSize, UINT8 ubAmmoType, INT8 bExcludeSlot )
{
INT8 bLoop;
INT8 capLoop = 0;
UINT16 curCap = 0, stackCap = 0;
BOOLEAN found = FALSE;
INVTYPE * pItem;
//CHRISL: Update this to search for the largest appropriate mag if ubMagSize = ANY_MAGSIZE
INT8 invsize = (INT8)pSoldier->inv.size();
for (bLoop = HANDPOS; bLoop < invsize; ++bLoop)
{
//CHRISL: If in NIV, in combat and backpack is closed, don't look inside
if(UsingNewAttachmentSystem() == true && (gTacticalStatus.uiFlags & INCOMBAT) && IsBackpackSlot(bLoop) == true && pSoldier->flags.ZipperFlag == FALSE)
continue;
if (pSoldier->inv[bLoop].exists() == true) {
if (bLoop == bExcludeSlot)
{
continue;
}
pItem = &(Item[pSoldier->inv[bLoop].usItem]);
if (pItem->usItemClass == IC_AMMO)
{
if (Magazine[pItem->ubClassIndex].ubCalibre == ubCalibre)
{
if(ubMagSize != ANY_MAGSIZE && Magazine[pItem->ubClassIndex].ubMagSize == ubMagSize)
{
found = TRUE;
// looking for specific size. return if found
// Find fullest mag
for(int i = 0; i<pSoldier->inv[bLoop].ubNumberOfObjects; i++)
{
stackCap = __max(stackCap, pSoldier->inv[bLoop][i]->data.ubShotsLeft);
}
// If found a similar-sized magazine to the best one found so far, but this new one
// has the same ammotype as specified in the arguments, then this is a better choice!
if(stackCap > curCap ||
(stackCap == curCap && Magazine[pItem->ubClassIndex].ubAmmoType == ubAmmoType))
{
curCap = stackCap;
capLoop = bLoop;
}
//return( bLoop );
}
else if(ubMagSize == ANY_MAGSIZE)
{
found = TRUE;
// looking for any mag size. find the largest
if(Magazine[pItem->ubClassIndex].ubMagSize > curCap)
{
curCap = Magazine[pItem->ubClassIndex].ubMagSize;
capLoop = bLoop;
}
}
}
}
}
}
if(found == TRUE)
return( capLoop );
return( NO_SLOT );
}
INT8 FindAmmoToReload( SOLDIERTYPE * pSoldier, INT8 bWeaponIn, INT8 bExcludeSlot )
{
OBJECTTYPE * pObj;
INT8 bSlot;
UINT16 magSize;
if (pSoldier == NULL)
{
return( NO_SLOT );
}
if(pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)//dnl ch63 230813
{
pObj = FindAttachment_GrenadeLauncher(&pSoldier->inv[bWeaponIn]);
}
else
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[bWeaponIn]) );
//<SB> manual recharge
if ((*pObj)[0]->data.gun.ubGunShotsLeft && !((*pObj)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
return bWeaponIn;
//</SB>
}
if ( Item[pObj->usItem].usItemClass == IC_GUN && !Item[pObj->usItem].cannon )
{
//MM: make reload use crates/boxes if not in combat...
if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
magSize = GetMagSize(pObj);
else
magSize = ANY_MAGSIZE;
// look for any ammo that matches which is of the same calibre and magazine size
bSlot = FindAmmo( pSoldier, Weapon[pObj->usItem].ubCalibre, GetMagSize(pObj), GetAmmoType(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, GetAmmoType(pObj), bExcludeSlot ) );
}
}
else
{
for ( int i = 0; i<gMAXITEMS_READ; ++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;
INT16 bAPCost;
BOOLEAN fRet;
CHECKF( pSoldier );
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
//<SB> manual recharge
if ((*pObj)[0]->data.gun.ubGunShotsLeft && !((*pObj)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
(*pObj)[0]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
(*pObj)[0]->data.gun.ubGunState &= ~GS_WEAPON_BEING_RELOADED;
INT16 sModifiedReloadAP = Weapon[Item[(pObj)->usItem].ubClassIndex].APsToReloadManually;
// modify by ini values
if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierLauncher;
////////////////////////////////////////////////////////////////////////////////////////////////////////
// STOMP traits - SANDRO
if ( gGameOptions.fNewTraitSystem )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, ((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, ((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
else
{
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
PlayJA2Sample( Weapon[ Item[pObj->usItem].ubClassIndex ].ManualReloadSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
if ( pSoldier->IsValidSecondHandShot( ) )
{
pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if ((*pObj2)[0]->data.gun.ubGunShotsLeft && !((*pObj2)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
(*pObj2)[0]->data.gun.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 ( pSoldier->IsValidSecondHandShot( ) )
{
pObj2 = &(pSoldier->inv[SECONDHANDPOS]);
if ((*pObj2)[0]->data.gun.ubGunShotsLeft && !((*pObj2)[0]->data.gun.ubGunState & GS_CARTRIDGE_IN_CHAMBER) )
{
(*pObj2)[0]->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER;
INT16 sModifiedReloadAP = Weapon[Item[(pObj2)->usItem].ubClassIndex].APsToReloadManually;
// modify by ini values
if ( Item[ pObj2->usItem ].usItemClass == IC_GUN )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierGun[ Weapon[ pObj2->usItem ].ubWeaponType ];
else if ( Item[ pObj2->usItem ].usItemClass == IC_LAUNCHER )
sModifiedReloadAP *= gItemSettings.fAPtoReloadManuallyModifierLauncher;
////////////////////////////////////////////////////////////////////////////////////////////////////////
// STOMP traits - SANDRO
if ( gGameOptions.fNewTraitSystem )
{
// Sniper trait makes chambering a round faster
if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE || Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE ) && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ))
DeductPoints(pSoldier, ((sModifiedReloadAP * (100 - gSkillTraitValues.ubSNChamberRoundAPsReduction * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )))/100), 0);
// Ranger trait makes pumping shotguns faster
else if (( Weapon[Item[(pObj2)->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN ) && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ))
DeductPoints(pSoldier, ((sModifiedReloadAP * (100 - gSkillTraitValues.ubRAPumpShotgunsAPsReduction * NUM_SKILL_TRAITS( pSoldier, RANGER_NT )))/100), 0);
else
DeductPoints(pSoldier, sModifiedReloadAP, 0);
}
else
{
DeductPoints(pSoldier, sModifiedReloadAP, 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) && pSoldier->IsValidSecondHandShotForReloadingPurposes( ) )
{
// Flugente: check for underbarrel weapons and use that object if necessary
pObj = pSoldier->GetUsedWeapon( &(pSoldier->inv[SECONDHANDPOS]) );
bSlot = FindAmmoToReload( pSoldier, SECONDHANDPOS, NO_SLOT );
if (bSlot != NO_SLOT)
{
// ce would reload using this ammo!
bAPCost = GetAPsToReloadGunWithAmmo( pSoldier, pObj, &(pSoldier->inv[bSlot] ) );
if ( EnoughPoints( pSoldier, (INT16) bAPCost, 0, FALSE ) )
{
// reload the 2nd gun too
fRet = ReloadGun( pSoldier, pObj, &(pSoldier->inv[bSlot]) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_RELOAD_ONLY_ONE_GUN ], pSoldier->GetName() );
}
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
return( fRet );
}
}
// couldn't reload
return( FALSE );
}
INT8 GetAttachmentComboMerge( OBJECTTYPE * pObj, UINT8 subObject )
{
INT8 bIndex = 0;
INT8 bAttachLoop;
/* check the whole Array of possible Attachements, while there are still entries ... */
while( AttachmentComboMerge[ bIndex ].usItem != NOTHING )
{
/* if we found our current Object as "basic hand" item, then
* we have found at least ONE entry of our item (may be there are more)
*/
OBJECTTYPE* pAttachment = 0;
if ( pObj->usItem == AttachmentComboMerge[ bIndex ].usItem )
{
// search for all the appropriate attachments
/* every ComboMerge must have at least one attachments Field */
for ( bAttachLoop = 0; bAttachLoop < MAX_DEFAULT_ATTACHMENTS; bAttachLoop++ )
{
/* if the none of both Fields contains anything, do not merge */
if ( AttachmentComboMerge[ bIndex ].usAttachment[ bAttachLoop ] == NOTHING )
{
continue;
}
/* 2007-05-27, Sgt_Kolja:
* do not return, but break the inner loop moved away, otherwise
* we can only have ONE attachmentCombo per basic item. F.I. if we want
* to make a Dart gun from Dart pistol by adding (a buttstock and) wheter a
* steel tube /or/ a Gun Barrel Extender, the old code wouldn't work for
* the Gun Barel Extender, since it would never been tested.
*/
pAttachment = FindAttachment( pObj, AttachmentComboMerge[ bIndex ].usAttachment[ bAttachLoop ], subObject );
if ( pAttachment->exists() == false )
{
// didn't find something required
break;
}
}
// found everything required?
/* 2007-05-27, Sgt_Kolja: Not-found-condition moved from above, otherwise we can only have ONE attachmentCombo per basic item */
//WarmSteel - Added check to see if the resulting item is valid.
if ( pAttachment->exists() && ItemIsLegal(AttachmentComboMerge[bIndex].usResult, TRUE) )
{
return( bIndex );
}
} /* end-if-this-is-our-item */
/* try next Attachment Order */
bIndex++;
}
return( -1 );
}
void PerformAttachmentComboMerge( OBJECTTYPE * pObj, INT8 bAttachmentComboMerge )
{
INT8 bAttachLoop;
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 < MAX_DEFAULT_ATTACHMENTS; bAttachLoop++ )
{
if ( AttachmentComboMerge[ bAttachmentComboMerge ].usAttachment[ bAttachLoop ] == NOTHING )
{
continue;
}
OBJECTTYPE* pAttachment = FindAttachment( pObj, AttachmentComboMerge[ bAttachmentComboMerge ].usAttachment[ bAttachLoop ] );
AssertMsg( pAttachment != 0, String( "Attachment combo merge couldn't find a necessary attachment" ) );
uiStatusTotal += (*pAttachment)[0]->data.objectStatus;
bNumStatusContributors++;
pObj->RemoveAttachment(pAttachment);
}
uiStatusTotal += (*pObj)[0]->data.objectStatus;
bNumStatusContributors++;
pObj->usItem = AttachmentComboMerge[ bAttachmentComboMerge ].usResult;
RemoveProhibitedAttachments(NULL, pObj, pObj->usItem);
(*pObj)[0]->data.objectStatus = (INT8) (uiStatusTotal / bNumStatusContributors );
}
BOOLEAN OBJECTTYPE::AttachObjectOAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttachment, BOOLEAN playSound, UINT8 subObject )
{
//CHRISL: This makes it impossible to add attachments to objects in a stack. Let's remove this and make this possible.
//if ( this->ubNumberOfObjects > 1 )
//{
// return( FALSE );
//}
if (pAttachment->exists() == false) {
return FALSE;
}
if ((*this)[subObject]->attachments.size() >= OLD_MAX_ATTACHMENTS_101) {
return FALSE;
}
//CHRISL: If we're adding a loaded UGL, then we have to make sure there are actually 2 open attachment slots instead of 1
if(Item[pAttachment->usItem].grenadelauncher && (*pAttachment)[0]->attachments.size() > 0) {
if ((*this)[subObject]->attachments.size() >= (OLD_MAX_ATTACHMENTS_101-1))
return FALSE;
}
static OBJECTTYPE attachmentObject;
UINT16 usResult, usResult2, ubLimit;
INT8 bLoop;
UINT8 ubType, ubAPCost;
INT32 iCheckResult;
INT8 bAttachInfoIndex = -1, bAttachComboMerge;
BOOLEAN fValidLaunchable = FALSE;
UINT16 oldMagSize = 0;
//CHRISL: This is so we can try to determine if the removed attachment altered our mag size.
if(Item[this->usItem].usItemClass == IC_GUN)
oldMagSize = GetMagSize(this);
bool canOnlyAttach1 = false;
//if this is an attachment or ammo for a launchable item
fValidLaunchable = ValidLaunchable( pAttachment->usItem, this->usItem );
//CHRISL: If we don't want to play the sound, it's a good bet we don't want to display any messages either
if ( fValidLaunchable || ValidItemAttachment( this, pAttachment->usItem, TRUE, playSound, subObject ) )
{
//if there is already an attachment of the same type, we want to try swapping / replacing it
OBJECTTYPE* pAttachmentPosition = 0;
// find an attachment position...
// second half of this 'if' is for attaching GL grenades to a gun w/attached GL
if ( fValidLaunchable || (Item[pAttachment->usItem].glgrenade && FindAttachmentByClass(this, IC_LAUNCHER, subObject) != 0 ) )
{
canOnlyAttach1 = true;
// try replacing if possible
pAttachmentPosition = FindAttachmentByClass( this, Item[ pAttachment->usItem ].usItemClass, subObject );
}
else
{
// try replacing if possible
pAttachmentPosition = FindAttachment( this, pAttachment->usItem, subObject );
}
if ( pSoldier )
{
//did the soldier damage it?
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( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
DeleteItemDescriptionBox();
}
return( FALSE );
}
}
else if ( Item[this->usItem].tripwire && Item[pAttachment->usItem].usItemClass & IC_GUN ) // Madd: gun on tripwire
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// the attach failure damages both items
DamageObj( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
DeleteItemDescriptionBox();
}
return( FALSE );
}
}
if ( ValidItemAttachment( this, pAttachment->usItem, TRUE, TRUE, subObject ) && playSound ) // not launchable
{
// attachment sounds
if ( Item[ this->usItem ].usItemClass & IC_WEAPON || Item[this->usItem].tripwire ) //Madd: attaching items to tripwire makes gun attach sound
{
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ this->usItem ].usItemClass & IC_ARMOUR )
{
PlayJA2Sample( ATTACH_CERAMIC_PLATES, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ this->usItem ].usItemClass & IC_BOMB )
{
PlayJA2Sample( ATTACH_DETONATOR, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
if (pAttachmentPosition) {
if (canOnlyAttach1 == true) {
if(pAttachment->ubNumberOfObjects > 1)
{
//We don't want to inadvertantly load two rounds during a swap so don't allow a swap if we're holding a stack
return(FALSE);
}
//we have requested to swap the attachment on the cursor with the current attachment
SwapObjs(pAttachmentPosition,pAttachment);
return(TRUE);
}
}
//ADB moved after skill check!
//lalien: added to make a GL/RL work when reloaded manually
// the AP costs for reloading GL/RL will be taken from weapons.xml ( wrong place!!! the AP's are deducted in DeleteItemDescriptionBox() )
//if (pAttachmentPosition) {
if(pAttachmentPosition || (pAttachmentPosition == NULL && (*this)[subObject]->attachments.size() < OLD_MAX_ATTACHMENTS_101)){
//we know we are replacing this attachment
if ( Item[ this->usItem ].usItemClass == IC_LAUNCHER || Item[this->usItem].cannon )
{
if ( fValidLaunchable )
{
(*this)[subObject]->data.gun.usGunAmmoItem = pAttachment->usItem;
//we have reloaded a launchable, so the ammo is gone from the original object
}
}
}
//unfortunately must come before possible attachment swap
if (Item[pAttachment->usItem].grenadelauncher )
{
// transfer any attachments from the grenade launcher to the gun
(*this)[subObject]->attachments.splice((*this)[subObject]->attachments.begin(), (*pAttachment)[0]->attachments,
(*pAttachment)[0]->attachments.begin(), (*pAttachment)[0]->attachments.end());
}
if (pAttachmentPosition) {
//we are swapping the attachments, and we know we do NOT need to worry about attachment stack size
//CHRISL: Actually, we do need to worry about attachment stack size since we might have a stack in our cursor.
// Rather then doing a simple swap, try moving the existing attachment to our cursor stack, then attach one item
// from the cursor stack.
pAttachment->AddObjectsToStack(*pAttachmentPosition,-1,pSoldier,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT);
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
*pAttachmentPosition = attachmentObject;
//backup the original attachment
//attachmentObject = *pAttachmentPosition;
//place the new one
//*pAttachmentPosition = *pAttachment;
//whatever pAttachment pointed to is now the original attachment
//*pAttachment = attachmentObject;
}
else {
//it's a new attachment
if (canOnlyAttach1 == true) {
//we only placed one of the stack, pAttachment could have any number of objects
if (pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1) == 0) {
(*this)[subObject]->attachments.push_back(attachmentObject);
}
}
else {
//pAttachment could have any number of objects, they have all been moved over
//CHRISL: This doesn't work. What if we have a stack of objects in the cursor? We don't want the whole
// stack to be attached
//(*this)[subObject]->attachments.push_back(*pAttachment);
//DeleteObj(pAttachment);
if (pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1) == 0) {
(*this)[subObject]->attachments.push_back(attachmentObject);
}
}
}
//Ammo might have changed after adding an attachment.
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 && oldMagSize != GetMagSize(this, subObject) )
{
if ( (*this)[subObject]->data.gun.ubGunShotsLeft > GetMagSize(this, subObject) )
{ //Too many rounds, eject ammo
EjectAmmoAndPlace(pSoldier, this, subObject);
}
//CHRISL: We should update the usGunAmmoItem if we've changed the ammo capacity
if((*this)[subObject]->data.gun.usGunAmmoItem != NONE){
UINT16 usNewAmmoItem;
usNewAmmoItem = FindReplacementMagazine(Weapon[this->usItem].ubCalibre ,GetMagSize(this, subObject),Magazine[Item[(*this)[subObject]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType);
(*this)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
}
}
if(Item[this->usItem].usItemClass == IC_GUN && oldMagSize != GetMagSize(this, subObject)){
fInterfacePanelDirty = DIRTYLEVEL2;
RenderBulletIcon(this, subObject);
}
// Check for attachment merge combos here
//CHRISL: Only do this if we're looking at a single item. Don't try a combo merge when dealing with a stack
bAttachComboMerge = GetAttachmentComboMerge( this, subObject );
if ( bAttachComboMerge != -1 )
{
if(this->ubNumberOfObjects == 1)
{
PerformAttachmentComboMerge( this, 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 );
}
}
//CHRISL: If we're looking at a stack, we need to unattach the object we just attached
else if(this->RemoveAttachment(&attachmentObject, pAttachmentPosition, subObject))
{
pAttachment->AddObjectsToStack(attachmentObject, -1, pSoldier, NUM_INV_SLOTS, MAX_OBJECTS_PER_SLOT);
}
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pAttachment->ubWeight = CalculateObjectWeight(pAttachment);
if ( pSoldier != NULL )
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
// check for merges
else if (EvaluateValidMerge( pAttachment->usItem, this->usItem, &usResult, &usResult2, &ubType, &ubAPCost ))
{
//CHRISL: we don't want to try to merge IC_LBEGEAR items that are currently storing items.
if(Item[this->usItem].usItemClass == IC_LBEGEAR)
{
if(this->IsActiveLBE(subObject) == true)
return( FALSE );
}
//CHRISL: We don't want to do any merges if we're looking at a stack of items, with the exception of combines.
if ( this->ubNumberOfObjects > 1 && ubType != COMBINE_POINTS )
{
return( FALSE );
}
if ( ubType != COMBINE_POINTS )
{
if ( pSoldier )
{
if ( !EnoughPoints( pSoldier, ubAPCost, 0, TRUE ) )
{
return( FALSE );
}
//lalien: don't charge AP's for reloading a GL/RL ( wrong place!!! the AP's are deducted in DeleteItemDescriptionBox() )
//if ( IsAGLorRL == FALSE )
//{
DeductPoints( pSoldier, ubAPCost, 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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
//Madd: note that use_item cannot produce two different items!!! so it doesn't use usResult2
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[0]->data.gun.usGunAmmoItem != NONE && (*this)[0]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult].usItemClass != IC_GUN || Weapon[Item[usResult].ubClassIndex].ubCalibre != Weapon[Item[this->usItem].ubClassIndex].ubCalibre || (*this)[0]->data.gun.ubGunShotsLeft > Weapon[Item[usResult].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, this);
}
}
RemoveProhibitedAttachments(pSoldier, this, usResult);
this->usItem = usResult;
//AutoPlaceObject( pAttachment );
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
if (pSoldier->bTeam == gbPlayerNum)
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
ApplyEquipmentBonuses(pSoldier);
return TRUE;
}
else
return FALSE;
case COMBINE_POINTS:
// transfer points...
UINT32 combinedAmount;
UINT32 attachmentAmount;
//CHRISL: Treat differently if we're combining money items (other then MONEY)
if(Item[this->usItem].usItemClass != IC_MONEY)
{
if ( Item[ this->usItem ].usItemClass == IC_AMMO )
{
ubLimit = Magazine[ Item[ this->usItem ].ubClassIndex ].ubMagSize;
}
else
{
ubLimit = 100;
}
// count down through # of attaching items and add to status of item in position 0
for (bLoop = 0; bLoop < pAttachment->ubNumberOfObjects; )
{
//ADB need to watch for overflow here (thus UINT32), and need to cast to UINT8 before adding
combinedAmount = (UINT16)(*this)[subObject]->data.objectStatus + (UINT16)(*pAttachment)[0]->data.objectStatus;
if (combinedAmount <= ubLimit)
{
// consume this one totally and continue
(*this)[subObject]->data.objectStatus = combinedAmount;
pAttachment->RemoveObjectsFromStack(1);
}
else
{
// add part of this one and then we're done
attachmentAmount = (UINT16)(*pAttachment)[0]->data.objectStatus;
attachmentAmount -= (ubLimit - (UINT16)(*this)[subObject]->data.objectStatus);
(*pAttachment)[0]->data.objectStatus = attachmentAmount;
if ((*pAttachment)[0]->data.ubShotsLeft == 0) {
pAttachment->RemoveObjectsFromStack(1);
}
(*this)[subObject]->data.ubShotsLeft = ubLimit;
break;
}
}
}
else
{
ubLimit = MAX_MONEY_PER_SLOT;
combinedAmount = (*this)[subObject]->data.money.uiMoneyAmount + (*pAttachment)[0]->data.money.uiMoneyAmount;
if (combinedAmount <= ubLimit)
{
(*this)[subObject]->data.money.uiMoneyAmount = combinedAmount;
pAttachment->RemoveObjectsFromStack(1);
}
else
{
attachmentAmount = (*pAttachment)[0]->data.money.uiMoneyAmount;
attachmentAmount -= (ubLimit - (*this)[subObject]->data.money.uiMoneyAmount);
(*pAttachment)[0]->data.money.uiMoneyAmount = attachmentAmount;
if((*pAttachment)[0]->data.money.uiMoneyAmount == 0)
{
pAttachment->RemoveObjectsFromStack(1);
}
(*this)[subObject]->data.money.uiMoneyAmount = ubLimit;
break;
}
}
break;
case DESTRUCTION:
// the merge destroyed both items!
this->RemoveObjectsFromStack(1);
pAttachment->RemoveObjectsFromStack(1);
if ( pSoldier )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
break;
case ELECTRONIC_MERGE:
if ( pSoldier )
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, -30 );
if ( iCheckResult < 0 )
{
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
// grant experience! ... SANDRO - so what?! Grant them already!
StatChange( pSoldier, MECHANAMT, 40, FALSE ); //Madd: upped this to 40, since standard is now 25
StatChange( pSoldier, WISDOMAMT, 10, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
// fall through
case EXPLOSIVE_MERGE_HARD: //Madd: new merge types
if ( ubType == EXPLOSIVE_MERGE_HARD ) /// 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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, EXPLODEAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case EXPLOSIVE_MERGE_EASY:
if ( ubType == EXPLOSIVE_MERGE_EASY ) /// coulda fallen through
{
if (pSoldier)
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, EXPLODEAMT, 10, FALSE );
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case MECHANICAL_MERGE_HARD:
if ( ubType == MECHANICAL_MERGE_HARD ) /// coulda fallen through
{
if (pSoldier)
{
// 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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 10, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case MECHANICAL_MERGE_EASY:
if ( ubType == MECHANICAL_MERGE_EASY ) /// coulda fallen through
{
if (pSoldier)
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ITEM_CHECK, 0 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 10, FALSE );
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
default:
// the merge will combine the two items
//Madd: usResult2 only works for standard merges->item1 + item2 = item3 + item4
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult].usItemClass != IC_GUN || Weapon[Item[usResult].ubClassIndex].ubCalibre != Weapon[Item[this->usItem].ubClassIndex].ubCalibre || (*this)[subObject]->data.gun.ubGunShotsLeft > Weapon[Item[usResult].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, this);
}
}
RemoveProhibitedAttachments(pSoldier, this, usResult);
this->usItem = usResult;
if ( ubType != TREAT_ARMOUR )
{
(*this)[subObject]->data.objectStatus = ((*this)[subObject]->data.objectStatus + (*pAttachment)[0]->data.objectStatus) / 2;
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
if ( usResult2 != NOTHING )
{
//Madd: usResult2 is what the original attachment/source item turns into
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[pAttachment->usItem].usItemClass == IC_GUN && (*pAttachment)[0]->data.gun.usGunAmmoItem != NONE && (*pAttachment)[0]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult2].usItemClass != IC_GUN || Weapon[Item[usResult2].ubClassIndex].ubCalibre != Weapon[Item[pAttachment->usItem].ubClassIndex].ubCalibre || (*pAttachment)[0]->data.gun.ubGunShotsLeft > Weapon[Item[usResult2].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, pAttachment);
}
}
RemoveProhibitedAttachments(pSoldier, pAttachment, usResult2);
pAttachment->usItem = usResult2;
if ( ubType != TREAT_ARMOUR )
{
(*pAttachment)[0]->data.objectStatus = ((*pAttachment)[0]->data.objectStatus + (*this)[subObject]->data.objectStatus) / 2;
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pAttachment->ubWeight = CalculateObjectWeight( pAttachment );
}
else
pAttachment->RemoveObjectsFromStack(1);
if (pSoldier && pSoldier->bTeam == gbPlayerNum)
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
break;
}
if ( pSoldier != NULL )
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
return( FALSE );
}
BOOLEAN OBJECTTYPE::AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttachment, BOOLEAN playSound, UINT8 subObject, INT32 iItemPos, BOOLEAN fRemoveProhibited, std::vector<UINT16> usAttachmentSlotIndexVector )
{
if(UsingNewAttachmentSystem()==true){
return( this->AttachObjectNAS(pSoldier, pAttachment, playSound, subObject, iItemPos, fRemoveProhibited, usAttachmentSlotIndexVector ) );
} else {
return( this->AttachObjectOAS( pSoldier, pAttachment, playSound, subObject) );
}
}
BOOLEAN OBJECTTYPE::AttachObjectNAS( SOLDIERTYPE * pSoldier, OBJECTTYPE * pAttachment, BOOLEAN playSound, UINT8 subObject, INT32 iItemPos, BOOLEAN fRemoveProhibited, std::vector<UINT16> usAttachmentSlotIndexVector )
{
if (pAttachment->exists() == false) {
return FALSE;
}
UINT16 usResult, usResult2, ubLimit;
INT8 bLoop;
UINT8 ubType, ubAPCost;
INT32 iCheckResult;
INT8 bAttachInfoIndex = -1, bAttachComboMerge;
BOOLEAN fValidLaunchable = FALSE;
BOOLEAN fValidItemAttachment = FALSE;
INT32 curSlot = 0;
UINT16 oldMagSize = 0;
//if there is already an attachment of the same type, we want to try swapping / replacing it
OBJECTTYPE* pAttachmentPosition = 0;
//OBJECTTYPE* pAttachInSlot = 0;
static OBJECTTYPE attachmentObject;
//CHRISL: This is so we can try to determine if the removed attachment altered our mag size.
if(Item[this->usItem].usItemClass == IC_GUN)
oldMagSize = GetMagSize(this);
//if this is an attachment or ammo for a launchable item
fValidLaunchable = ValidLaunchable( pAttachment->usItem, this->usItem );
//WarmSteel - if uiItemPos is -1, we're not checking for a specific slot, but scrolling through them all.
if(iItemPos == -1){
//WarmSteel - repeat this for every slot
for(curSlot = 0; curSlot < (INT32)(*this)[0]->attachments.size(); curSlot++)
{
fValidItemAttachment = ValidItemAttachmentSlot( this, pAttachment->usItem, TRUE, FALSE, subObject, curSlot, 0, 0, usAttachmentSlotIndexVector);
if(fValidItemAttachment){
//WarmSteel - apparently we found a attachable slot, exiting here will remember the curSlot
break;
}
}
//WarmSteel - if we didn't find any good slot, always just attach to the first slot. (because some functions will overrule this one).
//It's basically just a general check so that we NEVER try to attach outside the attachment list range.
if(curSlot == (*this)[subObject]->attachments.size())
curSlot = 0;
} else {
//WarmSteel - We know in what slot we're trying to put this, so lets see if we can.
curSlot = iItemPos;
fValidItemAttachment = ValidItemAttachmentSlot( this, pAttachment->usItem, TRUE, playSound, subObject, curSlot, FALSE, &pAttachmentPosition, usAttachmentSlotIndexVector);
//pAttachmentPosition = pAttachInSlot;
// try replacing if possible
}
//CHRISL: If we don't want to play the sound, it's a good bet we don't want to display any messages either
if (/*fValidLaunchable ||*/ fValidItemAttachment )
{
if ( pSoldier )
{
//did the soldier damage it?
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( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
//DeleteItemDescriptionBox();
}
return( FALSE );
}
}
else if ( Item[this->usItem].tripwire && Item[pAttachment->usItem].usItemClass & IC_GUN ) // Madd: gun on tripwire
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// the attach failure damages both items
DamageObj( this, (INT8) -iCheckResult, subObject );
DamageObj( pAttachment, (INT8) -iCheckResult, subObject );
// there should be a quote here!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( gfInItemDescBox )
{
//DeleteItemDescriptionBox();
}
return( FALSE );
}
}
if (fValidItemAttachment && playSound ) // not launchable
{
// attachment sounds
if ( Item[ this->usItem ].usItemClass & IC_WEAPON || Item[this->usItem].tripwire ) //Madd: attaching items to tripwire makes gun attach sound
{
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ this->usItem ].usItemClass & IC_ARMOUR )
{
PlayJA2Sample( ATTACH_CERAMIC_PLATES, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
else if ( Item[ this->usItem ].usItemClass & IC_BOMB )
{
PlayJA2Sample( ATTACH_DETONATOR, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
}
}
/* //NAS doesn't care about single attachments.
if (pAttachmentPosition) {
if (canOnlyAttach1 == true) {
if(pAttachment->ubNumberOfObjects > 1)
{
//We don't want to inadvertantly load two rounds during a swap so don't allow a swap if we're holding a stack
return(FALSE);
}
//we have requested to swap the attachment on the cursor with the current attachment
SwapObjs(pAttachmentPosition,pAttachment);
return(TRUE);
}
}*/
//ADB moved after skill check!
//lalien: added to make a GL/RL work when reloaded manually
// the AP costs for reloading GL/RL will be taken from weapons.xml ( wrong place!!! the AP's are deducted in DeleteItemDescriptionBox() )
//we know we are replacing this attachment
if ( Item[ this->usItem ].usItemClass == IC_LAUNCHER || Item[this->usItem].cannon )
{
if ( fValidLaunchable )
{
(*this)[subObject]->data.gun.usGunAmmoItem = pAttachment->usItem;
//we have reloaded a launchable, so the ammo is gone from the original object
}
}
/* //WarmSteel - splice won't work with attachments anymore, because of the null attachments. Replaced this function somewhere lower, because it needs to be done after the attaching of the GL.
//Unfortunately this must come before any attachment swap
if (Item[pAttachment->usItem].grenadelauncher && gGameOptions.ubAttachmentSystem == ATTACHMENT_OLD)
{
// transfer any attachments from the grenade launcher to the gun
(*this)[subObject]->attachments.splice((*this)[subObject]->attachments.begin(), (*pAttachment)[0]->attachments,
(*pAttachment)[0]->attachments.begin(), (*pAttachment)[0]->attachments.end());
}*/
//WarmSteel - Attachment swapping prevents multiple objects that are the same to be attached.
//This takes away freedom, which is bad. This is why I turned it off in NAS (If you want to turn it back on, it also doesn't work properly because it needs to swap xml slot indexes aswell).
if (pAttachmentPosition->exists()) {
//we are swapping the attachments, and we know we do NOT need to worry about attachment stack size
//CHRISL: Actually, we do need to worry about attachment stack size since we might have a stack in our cursor.
// Rather then doing a simple swap, try moving the existing attachment to our cursor stack, then attach one item
// from the cursor stack.
//CHRISL: Try to replace illegal IC_GRENADE items with legal ones
if(!ItemIsLegal(pAttachment->usItem) && Item[pAttachment->usItem].usItemClass & IC_GRENADE){
OBJECTTYPE* newAttachment = new OBJECTTYPE;
UINT16 newItem;
newItem = FindLegalGrenade(pAttachment->usItem);
if(newItem != pAttachment->usItem){
CreateItem(newItem, 100, newAttachment);
(*pAttachment)[0]->data.objectStatus -= (INT16)(100/Weapon[this->usItem].ubMagSize);
if((*pAttachment)[0]->data.objectStatus <= 0 )
pAttachment->RemoveObjectsFromStack(1);
newAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
} else {
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
}
} else {
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
}
if(pAttachment->ubNumberOfObjects > 0){
if (pSoldier) {
if ( !AutoPlaceObject( pSoldier, pAttachmentPosition, FALSE ) )
{ // put it on the ground
AddItemToPool( pSoldier->sGridNo, pAttachmentPosition, 1, pSoldier->pathing.bLevel, 0 , -1 );
}
}
} else {
pAttachment->AddObjectsToStack(*pAttachmentPosition,-1,pSoldier,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT);
}
*pAttachmentPosition = attachmentObject;
(*this)[subObject]->AddAttachmentAtIndex(curSlot, attachmentObject);
//backup the original attachment
//attachmentObject = *pAttachmentPosition;
//place the new one
//*pAttachmentPosition = *pAttachment;
//whatever pAttachment pointed to is now the original attachment
//*pAttachment = attachmentObject;
}
else {
//it's a new attachment
//pAttachment could have any number of objects, they have all been moved over
//CHRISL: This doesn't work. What if we have a stack of objects in the cursor? We don't want the whole
// stack to be attached
//(*this)[subObject]->attachments.push_back(*pAttachment);
//DeleteObj(pAttachment);
//CHRISL: Try to replace illegal IC_GRENADE items with legal ones
if(!ItemIsLegal(pAttachment->usItem) && Item[pAttachment->usItem].usItemClass & IC_GRENADE){
OBJECTTYPE* newAttachment = new OBJECTTYPE;
UINT16 newItem;
newItem = FindLegalGrenade(pAttachment->usItem);
if(newItem != pAttachment->usItem){
CreateItem(newItem, 100, newAttachment);
(*pAttachment)[0]->data.objectStatus -= (INT16)(100/Weapon[this->usItem].ubMagSize);
if((*pAttachment)[0]->data.objectStatus <= 0 )
pAttachment->RemoveObjectsFromStack(1);
newAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
} else {
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
}
} else {
// if this is an active LBE (holding an item) it must be a MOLLE pocket. We need to move the item out of this pocket or it will be invisible.
if ( pAttachment->IsActiveLBE(subObject) )
{
std::vector<INT8> LBESlots;
switch( LoadBearingEquipment[Item[pAttachment->usItem].ubClassIndex].lbeClass )
{
case THIGH_PACK:
GetLBESlots( LTHIGHPOCKPOS, LBESlots );
break;
case VEST_PACK:
GetLBESlots( VESTPOCKPOS, LBESlots );
break;
case COMBAT_PACK:
GetLBESlots( CPACKPOCKPOS, LBESlots );
break;
case BACKPACK:
GetLBESlots( BPACKPOCKPOS, LBESlots );
break;
// this should never happen
default:
return FALSE;
}
LBENODE* pLBE = pAttachment->GetLBEPointer(0);
for(unsigned int i=0; i<LBESlots.size(); i++)
{
// Is there an item in this LBE pocket?
if( pLBE->inv[i].exists() )
{
// place in soldiers inventory
if( !AutoPlaceObject(pSoldier, &pLBE->inv[i], FALSE) )
// that didn't work. Place it on the ground instead.
AutoPlaceObjectToWorld( pSoldier, &pLBE->inv[i], TRUE );
}
}
// finished removing items. Now attach the MOLLE pocket to its carrier.
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
}
else
pAttachment->MoveThisObjectTo(attachmentObject,1,pSoldier,NUM_INV_SLOTS,1);
}
//WarmSteel - Because we want every attachment to stay in place in NAS, we must first delete the "null" attachment, then insert the new one.
//We know this attachment slot has a non-null object, otherwise ValidItemAttachmentSlot would not have returned true and we would not be here.
(*this)[subObject]->AddAttachmentAtIndex(curSlot, attachmentObject);
}
//Ammo might have changed after adding an attachment.
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 && oldMagSize != GetMagSize(this, subObject) )
{
if ( (*this)[subObject]->data.gun.ubGunShotsLeft > GetMagSize(this, subObject) )
{ //Too many rounds, eject ammo
EjectAmmoAndPlace(pSoldier, this, subObject);
}
//CHRISL: We should update the usGunAmmoItem if we've changed the ammo capacity
if((*this)[subObject]->data.gun.usGunAmmoItem != NONE){
UINT16 usNewAmmoItem;
usNewAmmoItem = FindReplacementMagazine(Weapon[this->usItem].ubCalibre ,GetMagSize(this, subObject),Magazine[Item[(*this)[subObject]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType);
(*this)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
}
}
if(Item[this->usItem].usItemClass == IC_GUN && oldMagSize != GetMagSize(this, subObject)){
fInterfacePanelDirty = DIRTYLEVEL2;
RenderBulletIcon(this, subObject);
}
//WarmSteel - If we have just attached a UGL, remove it's grenade and put it on the gun itself
//CHRISL: This section of code is also needed it we add any attachment that changes the valid attachments our item can use, so we should run it whenever we
// add an attachment in NAS
//if (FindAttachment_GrenadeLauncher(this)->exists() && attachmentObject.exists())
if (attachmentObject.exists() && attachmentObject[0]->attachments.size() > 0 && FindAttachment(this, attachmentObject.usItem, subObject)->exists())
{
//Make sure it's actually on that gun..
//if(FindAttachment_GrenadeLauncher(this)->usItem == attachmentObject.usItem){
// Flugente: if we attach a gun to another gun, do not transfer attachments
if( Item[attachmentObject.usItem].usItemClass != IC_GUN && FindAttachment(this, attachmentObject.usItem, subObject)->usItem == attachmentObject.usItem)
{
// transfer the grenade from the grenade launcher to the gun
//To know wether this grenade is valid, we need to correct the slots, because they may have changed when attaching the UGL
//Have to do it here, because from now on we don't need attachmentObject anymore.
//CHRISL: Because we want this function to be useful for more then just UGLs, and because there is the probability that the attaching item will
// give us more attachment points, we need to just remove all attachments, tack them to the end of the attachmentList, and then go through the
// RemoveProhibitedAttachments function to force everything to store in the correct slot
OBJECTTYPE * pGrenade = FindAttachment(this, attachmentObject.usItem, subObject);
for(attachmentList::iterator iter = (*pGrenade)[0]->attachments.begin(); iter != (*pGrenade)[0]->attachments.end(); ++iter){
if(iter->exists()){
(*this)[subObject]->attachments.push_back((*iter));
iter = (*pGrenade)[0]->RemoveAttachmentAtIter(iter);
fRemoveProhibited = TRUE;
}
}
// if(fRemoveProhibited){
// RemoveProhibitedAttachments(pSoldier, this, this->usItem);
// }
/* CHRISL: None of this is needed. Instead we strip any attachments from attachmentObject in the above loop.
for(INT16 sSlot = 0; sSlot < (INT16) (*this)[subObject]->attachments.size(); sSlot++){
OBJECTTYPE * pGrenade = FindAttachmentByClass(FindAttachment_GrenadeLauncher(this), IC_GRENADE, subObject);
if(pGrenade->exists()){
if(ValidItemAttachmentSlot(this, pGrenade->usItem, 1, 0, 0, sSlot)){
OBJECTTYPE tempObject;
FindAttachment_GrenadeLauncher(this)->RemoveAttachment(pGrenade,&tempObject,0,0,1,0);
(*this)[subObject]->AddAttachmentAtIndex((UINT8) sSlot, tempObject);
}
}
}*/
// Flugente: if this is a gun that we have in our first hand and it has a rifle grenade device
if ( pSoldier && HasAttachmentOfClass( this, AC_RIFLEGRENADE) && Item[this->usItem].usItemClass == IC_GUN && this == &(pSoldier->inv[ HANDPOS ]) )
{
// get rifle grenade device
OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( this );
// if it exists...
if ( pRifleGrenadeDeviceObj )
{
// check if it now has a launchable grenade attached
OBJECTTYPE* pRiflefileGrenade = FindLaunchableAttachment( this, pRifleGrenadeDeviceObj->usItem);
// if that grenade is of the same type as the item we attached, adjust firing mode
if ( pRiflefileGrenade && pRiflefileGrenade->usItem == attachmentObject.usItem )
{
pSoldier->bWeaponMode = WM_ATTACHED_GL;
}
}
}
}
}
//Check if any of the attached items has changed the slots (including the UGL grenade we just added).
if(fRemoveProhibited){
RemoveProhibitedAttachments(pSoldier, this, this->usItem);
}
// Check for attachment merge combos here
//CHRISL: Only do this if we're looking at a single item. Don't try a combo merge when dealing with a stack
bAttachComboMerge = GetAttachmentComboMerge( this, subObject );
if ( bAttachComboMerge != -1 )
{
if(this->ubNumberOfObjects == 1)
{
PerformAttachmentComboMerge( this, 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 );
}
}
//CHRISL: If we're looking at a stack, we need to unattach the object we just attached
else if(this->RemoveAttachment(&attachmentObject, pAttachmentPosition, subObject, pSoldier))
{
pAttachment->AddObjectsToStack(attachmentObject, -1, pSoldier, NUM_INV_SLOTS, MAX_OBJECTS_PER_SLOT);
}
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pAttachment->ubWeight = CalculateObjectWeight(pAttachment);
if ( pSoldier != NULL )
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
// check for merges
else if (EvaluateValidMerge( pAttachment->usItem, this->usItem, &usResult, &usResult2, &ubType, &ubAPCost ))
{
//CHRISL: we don't want to try to merge IC_LBEGEAR items that are currently storing items.
if(Item[this->usItem].usItemClass == IC_LBEGEAR)
{
if(this->IsActiveLBE(subObject) == true)
return( FALSE );
}
//CHRISL: We don't want to do any merges if we're looking at a stack of items, with the exception of combines.
if ( this->ubNumberOfObjects > 1 && ubType != COMBINE_POINTS )
{
return( FALSE );
}
if ( ubType != COMBINE_POINTS )
{
if ( pSoldier )
{
if ( !EnoughPoints( pSoldier, ubAPCost, 0, TRUE ) )
{
return( FALSE );
}
//lalien: don't charge AP's for reloading a GL/RL ( wrong place!!! the AP's are deducted in DeleteItemDescriptionBox() )
//if ( IsAGLorRL == FALSE )
//{
DeductPoints( pSoldier, ubAPCost, 0 );
//}
}
}
switch( ubType )
{
case USE_ITEM_NEW:
if( (*this)[subObject]->data.objectStatus >0 && usResult != NOTHING)
{
CreateItem( usResult, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, 0, 0, -1 );
(*this)[subObject]->data.objectStatus--;
}
if( (*this)[subObject]->data.objectStatus >0 && usResult2 != NOTHING )
{
CreateItem( usResult2, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, 0, 0, -1 );
(*this)[subObject]->data.objectStatus--;
}
if( (*this)[subObject]->data.objectStatus == 0 )
{
this->RemoveObjectsFromStack(1);
if ( pSoldier && pSoldier->bTeam == gbPlayerNum )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
} else
{
if (pSoldier && pSoldier->bTeam == gbPlayerNum)
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
ApplyEquipmentBonuses(pSoldier);
return TRUE;
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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
}
//Madd: note that use_item cannot produce two different items!!! so it doesn't use usResult2
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[0]->data.gun.usGunAmmoItem != NONE && (*this)[0]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult].usItemClass != IC_GUN || Weapon[Item[usResult].ubClassIndex].ubCalibre != Weapon[Item[this->usItem].ubClassIndex].ubCalibre || (*this)[0]->data.gun.ubGunShotsLeft > Weapon[Item[usResult].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, this);
}
}
UINT16 usOldItem = this->usItem;
this->usItem = usResult;
//WarmSteel - Replaced this with one that also checks default attachments, otherwise you could not replace built-in bonuses with default inseperable attachments.
//RemoveProhibitedAttachments(pSoldier, this, usResult);
// HEADROCK HAM 5: Added argument for statusindex.
ReInitMergedItem(pSoldier, this, usOldItem, 0);
// sevenfm: add usResult2 item if defined
if( usResult2 != NOTHING )
{
CreateItem( usResult2, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
//AutoPlaceObject( pAttachment );
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
if (pSoldier->bTeam == gbPlayerNum)
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
ApplyEquipmentBonuses(pSoldier);
return TRUE;
}
else
return FALSE;
case COMBINE_POINTS:
// transfer points...
UINT32 combinedAmount;
UINT32 attachmentAmount;
//CHRISL: Treat differently if we're combining money items (other then MONEY)
if(Item[this->usItem].usItemClass != IC_MONEY)
{
if ( Item[ this->usItem ].usItemClass == IC_AMMO )
{
ubLimit = Magazine[ Item[ this->usItem ].ubClassIndex ].ubMagSize;
}
else
{
ubLimit = 100;
}
// count down through # of attaching items and add to status of item in position 0
for (bLoop = 0; bLoop < pAttachment->ubNumberOfObjects; )
{
//ADB need to watch for overflow here (thus UINT32), and need to cast to UINT8 before adding
combinedAmount = (UINT16)(*this)[subObject]->data.objectStatus + (UINT16)(*pAttachment)[0]->data.objectStatus;
if (combinedAmount <= ubLimit)
{
// consume this one totally and continue
(*this)[subObject]->data.objectStatus = combinedAmount;
pAttachment->RemoveObjectsFromStack(1);
}
else
{
// add part of this one and then we're done
attachmentAmount = (UINT16)(*pAttachment)[0]->data.objectStatus;
attachmentAmount -= (ubLimit - (UINT16)(*this)[subObject]->data.objectStatus);
(*pAttachment)[0]->data.objectStatus = attachmentAmount;
if ((*pAttachment)[0]->data.ubShotsLeft == 0) {
pAttachment->RemoveObjectsFromStack(1);
}
(*this)[subObject]->data.ubShotsLeft = ubLimit;
break;
}
}
}
else
{
ubLimit = MAX_MONEY_PER_SLOT;
combinedAmount = (*this)[subObject]->data.money.uiMoneyAmount + (*pAttachment)[0]->data.money.uiMoneyAmount;
if (combinedAmount <= ubLimit)
{
(*this)[subObject]->data.money.uiMoneyAmount = combinedAmount;
pAttachment->RemoveObjectsFromStack(1);
}
else
{
attachmentAmount = (*pAttachment)[0]->data.money.uiMoneyAmount;
attachmentAmount -= (ubLimit - (*this)[subObject]->data.money.uiMoneyAmount);
(*pAttachment)[0]->data.money.uiMoneyAmount = attachmentAmount;
if((*pAttachment)[0]->data.money.uiMoneyAmount == 0)
{
pAttachment->RemoveObjectsFromStack(1);
}
(*this)[subObject]->data.money.uiMoneyAmount = ubLimit;
break;
}
}
break;
case DESTRUCTION:
// the merge destroyed both items!
this->RemoveObjectsFromStack(1);
pAttachment->RemoveObjectsFromStack(1);
if ( pSoldier )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
break;
case TEMPERATURE:
{
// check if this can work
if ( Item[ this->usItem ].usItemClass == IC_GUN && Item[pAttachment->usItem].barrel == TRUE )
{
FLOAT guntemperature = (*this)[subObject]->data.bTemperature;
FLOAT barreltemperature = (*pAttachment)[0]->data.bTemperature;
(*pAttachment)[0]->data.bTemperature = guntemperature;
(*this)[subObject]->data.bTemperature = barreltemperature;
}
UINT16 usOldItem = this->usItem;
this->usItem = usResult;
//WarmSteel - Replaced this with one that also checks default attachments, otherwise you could not replace built-in bonuses with default inseperable attachments.
//RemoveProhibitedAttachments(pSoldier, this, usResult);
ReInitMergedItem(pSoldier, this, usOldItem, 0);
}
break;
case TRIPWIRE_ROLL:
{
// check if this can work
if ( Item[ this->usItem ].tripwire && Item[pAttachment->usItem].tripwire && Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
{
if ( (*this)[subObject]->data.objectStatus < 100 )
(*this)[subObject]->data.objectStatus++;
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
pAttachment->RemoveObjectsFromStack(1);
}
//UINT16 usOldItem = this->usItem;
//this->usItem = usResult;
//WarmSteel - Replaced this with one that also checks default attachments, otherwise you could not replace built-in bonuses with default inseperable attachments.
//RemoveProhibitedAttachments(pSoldier, this, usResult);
//ReInitMergedItem(pSoldier, this, usOldItem, 0);
}
break;
// fall through
case ELECTRONIC_MERGE:
if ( pSoldier )
{
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK, -30 );
if ( iCheckResult < 0 )
{
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
// grant experience! ... SANDRO - so what?! Grant them already! -- Madd: this was missing from AttachObjectNAS for some reason
StatChange( pSoldier, MECHANAMT, 40, FALSE );
StatChange( pSoldier, WISDOMAMT, 10, FALSE );
// SANDRO - merc records - merging items -- Madd: this was missing from AttachObjectNAS for some reason
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
// fall through
case EXPLOSIVE_MERGE_HARD:
if ( ubType == EXPLOSIVE_MERGE_HARD ) /// 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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, EXPLODEAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
// SANDRO - merc records - merging items -- Madd: this was missing from AttachObjectNAS for some reason
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case EXPLOSIVE_MERGE_EASY://Madd: new merge types
if ( ubType == EXPLOSIVE_MERGE_EASY ) /// coulda fallen through
{
if (pSoldier)
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_DETONATOR_CHECK, 0 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, EXPLODEAMT, 10, FALSE );
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case MECHANICAL_MERGE_HARD:
if ( ubType == MECHANICAL_MERGE_HARD ) /// coulda fallen through
{
if (pSoldier)
{
// 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( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 25, FALSE );
StatChange( pSoldier, WISDOMAMT, 10, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
case MECHANICAL_MERGE_EASY:
if ( ubType == MECHANICAL_MERGE_EASY ) /// coulda fallen through
{
if (pSoldier)
{
// requires a skill check, and gives experience
iCheckResult = SkillCheck( pSoldier, ATTACHING_SPECIAL_ITEM_CHECK, 0 );
if (iCheckResult < 0)
{
// could have a chance of detonation
// for now, damage both objects
DamageObj( this, (INT8) -iCheckResult );
DamageObj( pAttachment, (INT8) -iCheckResult );
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
return( FALSE );
}
StatChange( pSoldier, MECHANAMT, 10, FALSE );
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
// SANDRO - merc records - merging items
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsCombined++;
}
}
// fall through
default:
// the merge will combine the two items
//Madd: usResult2 only works for standard merges->item1 + item2 = item3 + item4
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult].usItemClass != IC_GUN || Weapon[Item[usResult].ubClassIndex].ubCalibre != Weapon[Item[this->usItem].ubClassIndex].ubCalibre || (*this)[subObject]->data.gun.ubGunShotsLeft > Weapon[Item[usResult].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, this);
}
}
UINT16 usOldItem = this->usItem;
this->usItem = usResult;
//WarmSteel - Replaced this with one that also checks default attachments, otherwise you could not replace built-in bonuses with default inseperable attachments.
//RemoveProhibitedAttachments(pSoldier, this, usResult);
// HEADROCK HAM 5: Added argument for statusindex.
ReInitMergedItem(pSoldier, this, usOldItem, subObject);
//Madd: if the attaching/merging item had any attachments on it, then try to move them to the first result
for (attachmentList::iterator iter = (*pAttachment)[0]->attachments.begin(); iter != (*pAttachment)[0]->attachments.end();) {
if( ValidItemAttachmentSlot(this, iter->usItem, TRUE, FALSE, subObject )){
//This seems to be rather valid. Can't be 100% sure though.
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if(this->AttachObject(NULL, &tempAttachment, FALSE, subObject)){
//remove this object so it won't appear twice
iter = (*pAttachment)[0]->attachments.erase(iter);
} else {
++iter;
}
} else {
++iter;
}
}
if ( ubType != TREAT_ARMOUR )
{
(*this)[subObject]->data.objectStatus = ((*this)[subObject]->data.objectStatus + (*pAttachment)[0]->data.objectStatus) / 2;
// Flugente: if the new item has the TRIPWIREROLL property, it only gets status 2 upon creation via merges
if ( Item[ this->usItem ].usItemFlag == TRIPWIREROLL )
{
(*this)[subObject]->data.objectStatus = 2;
}
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
if ( usResult2 != NOTHING )
{
//Madd: usResult2 is what the original attachment/source item turns into
//Madd: unload guns after merge if ammo caliber or mag size don't match
if ( Item[pAttachment->usItem].usItemClass == IC_GUN && (*pAttachment)[0]->data.gun.usGunAmmoItem != NONE && (*pAttachment)[0]->data.gun.ubGunShotsLeft > 0 )
{
if ( Item[usResult2].usItemClass != IC_GUN || Weapon[Item[usResult2].ubClassIndex].ubCalibre != Weapon[Item[pAttachment->usItem].ubClassIndex].ubCalibre || (*pAttachment)[0]->data.gun.ubGunShotsLeft > Weapon[Item[usResult2].ubClassIndex].ubMagSize )
{ // item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, pAttachment);
}
}
pAttachment->usItem = usResult2;
RemoveProhibitedAttachments(pSoldier, pAttachment, usResult2);
if ( ubType != TREAT_ARMOUR )
{
(*pAttachment)[0]->data.objectStatus = ((*pAttachment)[0]->data.objectStatus + (*this)[subObject]->data.objectStatus) / 2;
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pAttachment->ubWeight = CalculateObjectWeight( pAttachment );
}
else
pAttachment->RemoveObjectsFromStack(1);
if (pSoldier && pSoldier->bTeam == gbPlayerNum)
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
break;
}
if ( pSoldier != NULL )
ApplyEquipmentBonuses(pSoldier);
return( TRUE );
}
return( FALSE );
}
//CHRISL: Use this function to sort through Attachments.xml and Launchables.xml
UINT64 SetAttachmentSlotsFlag(OBJECTTYPE* pObj){
UINT64 uiSlotFlag = 0;
UINT32 uiLoop = 0;
UINT32 fItem;
if(pObj->exists()==false)
return 0;
//Madd: Common Attachment Framework
UINT64 point = GetAvailableAttachmentPoint(pObj, 0);
while(1)
{
fItem = 0;
//Madd: Common Attachment Framework
if (IsAttachmentPointAvailable(point, uiLoop, TRUE))
{
fItem = uiLoop;
if(fItem && ItemIsLegal(fItem, TRUE)) // We've found a valid attachment. Set the nasAttachmentSlots flag appropriately
uiSlotFlag |= Item[fItem].nasAttachmentClass;
}
if (Attachment[uiLoop][1] == pObj->usItem)
{
fItem = Attachment[uiLoop][0];
if(fItem && ItemIsLegal(fItem, TRUE))
uiSlotFlag |= Item[fItem].nasAttachmentClass;
}
if (Launchable[uiLoop][1] == pObj->usItem )
{
fItem = Launchable[uiLoop][0];
if(fItem && ItemIsLegal(fItem, TRUE))
uiSlotFlag |= Item[fItem].nasAttachmentClass;
}
++uiLoop;
if (Attachment[uiLoop][0] == 0 && Launchable[uiLoop][0] == 0 && Item[uiLoop].usItemClass == 0 )
{
// No more attachments to search
break;
}
}
return uiSlotFlag;
}
//WarmSteel - This function returns the available item slot indexes in a vector.
std::vector<UINT16> GetItemSlots(OBJECTTYPE* pObj, UINT8 subObject, BOOLEAN fAttachment)
{
std::vector<UINT16> tempItemSlots;
std::vector<UINT16> tempAttachmentSlots;
std::vector<UINT16> tempSlots;
UINT8 numSlots = 0;
UINT16 magSize = 0;
UINT64 fItemSlots = 0; //MM: Bumped the NAS UINT32s to UINT64s
UINT64 fItemLayout = 0;
BOOLEAN fIsLBE = FALSE;
if( !UsingNewAttachmentSystem() || !pObj->exists() )
return tempItemSlots;
//CHRISL: We no longer need the ItemSlotAssign.xml file but we do still need to figure out which slots an item can have
//Start by searching Attachments.xml and Launchables.xml for valid attachments for the primary object
fItemSlots = SetAttachmentSlotsFlag(pObj);
//Next, let's figure out which slots the item gives us access to
if( fItemSlots )
{
fItemLayout = Item[pObj->usItem].nasLayoutClass;
fIsLBE = (Item[pObj->usItem].usItemClass == IC_LBEGEAR);
if ( Item[pObj->usItem].grenadelauncher || Item[pObj->usItem].rocketlauncher )
magSize = GetMagSize( pObj );
//We don't need to do anything if the item gets no slots
for(UINT8 sClass = 0; sClass < 64; ++sClass)
{
//go through each attachment class and find the slots the item should have
UINT64 uiClass = (UINT64)pow((double)2, (int)sClass);
UINT32 slotSize = tempItemSlots.size();
if(fItemSlots & uiClass)
{
//don't bother with this slot if it's not a valid class
for ( UINT32 sCount = 1; sCount < gMAXITEMS_READ; ++sCount )
{
if( !AttachmentSlots[sCount].uiSlotIndex )
break;
if(AttachmentSlots[sCount].nasAttachmentClass & uiClass && AttachmentSlots[sCount].nasLayoutClass & fItemLayout) //found a slot
{
if ( AttachmentSlots[sCount].fMultiShot )
{
if ( magSize )
--magSize;
else
continue;
}
if ( fIsLBE && AttachmentSlots[sCount].ubPocketMapping )
{
if ( LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, AttachmentSlots[sCount].ubPocketMapping - 1) )
{
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}
else
{
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}
}
if( slotSize == tempItemSlots.size() )
{
//we didn't find a layout specific slot so try to find a default layout slot
for ( UINT32 sCount = 1; sCount < gMAXITEMS_READ; ++sCount )
{
if( !AttachmentSlots[sCount].uiSlotIndex )
break;
if ( AttachmentSlots[sCount].nasAttachmentClass & uiClass && AttachmentSlots[sCount].nasLayoutClass == 1 )
{
//found a default slot
tempItemSlots.push_back(AttachmentSlots[sCount].uiSlotIndex);
}
}
}
}
}
}
//Now that we've setup tempItemSlots for the main item, let's look at the individual attachments
//Madd: Only record these extra slots if the item has its attachment flag set!
for(attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if(iter->exists() && Item[iter->usItem].attachment && !(*iter)[0]->attachments.empty() )
{
OBJECTTYPE* pAttachment = &(*iter);
tempSlots = GetItemSlots(pAttachment,0,TRUE);
for(UINT8 x = 0; x < tempSlots.size(); ++x)
tempAttachmentSlots.push_back(tempSlots[x]);
}
}
//Now that we have tempAttachmentSlots, put it all together, assuming we're woking on the main item
if(!fAttachment)
{
if( !tempAttachmentSlots.empty() )
{
//Add attachmentSlots to itemSlots
for(UINT8 attachSlot = 0; attachSlot < tempAttachmentSlots.size(); ++attachSlot)
{
tempItemSlots.push_back(tempAttachmentSlots[attachSlot]);
}
}
tempSlots = tempItemSlots;
for(std::vector<UINT16>::iterator iter1 = tempSlots.begin(); iter1 != tempSlots.end(); ++iter1)
{
BOOLEAN fSlotDuplicated = FALSE;
for(std::vector<UINT16>::iterator iter = tempItemSlots.begin(); iter != tempItemSlots.end();)
{
UINT16 i1 = *iter1;
UINT16 i = *iter;
if(i1 == i && !fSlotDuplicated)
{
fSlotDuplicated = TRUE;
++iter;
continue;
}
else if(i1 == i && fSlotDuplicated)
{
iter = tempItemSlots.erase(iter);
continue;
}
else
++iter;
}
}
//If we still have no attachment slots, look through Merges.xml to see if we have merges and use the 4 default slots if we do
//Should we throw on default slots regardless of whether there is an entry in Merges? Ammo doesn't have Merges entries but we still need slots for them.
if( tempItemSlots.empty() )
{
// INT32 iLoop = 0;
// while( 1 ){
// if (Merge[iLoop][1] == pObj->usItem)
{
tempItemSlots.push_back(1);
tempItemSlots.push_back(2);
tempItemSlots.push_back(3);
tempItemSlots.push_back(4);
// break;
}
// iLoop++;
// if (Merge[iLoop][1] == 0)
// {
// break;
// }
// }
}
}
return tempItemSlots;
}
void InitItemAttachments(OBJECTTYPE* pObj){
if(UsingNewAttachmentSystem()==false)
return;
//pObj->usAttachmentSlotIndexVector = GetItemSlots(pObj);
(*pObj)[0]->attachments.resize((GetItemSlots(pObj).size()));
}
/*
//WarmSteel - Changed this function for NAS, because when the slots change many items will become invalid IN THAT SLOT, but not on the weapon.
To fix this we re-attach all invalid attachments. It also checks the slots that are on the gun.
IMPORTANT: If you use AttachObject/RemoveAttachment with fRemoveProhibited TRUE in this function, I will hunt you down and smite you.
*/
void RemoveProhibitedAttachments(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, UINT16 usItem, BOOLEAN fOnlyRemoveWhenSlotsChange)
{
if(!pObj->exists() || !(*pObj)[0]->AttachmentListSize())//dnl ch75 261013
return;
if(UsingNewAttachmentSystem()==true){
UINT32 curSlot = 0;
BOOLEAN fCanAttach = FALSE;
BOOLEAN fRemoveProhibitedAttachments = FALSE;
BOOLEAN fDoneRemovingProhibited = FALSE;
attachmentList tempAttachList;
std::vector<UINT16> tempItemSlots;
std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObj);
//Get the item slots this item SHOULD have (but may not have right now), also counting any slots that were added or removed.
//tempItemSlots = GetItemSlots(pObj);
//Check if the slots have changed.
if(fOnlyRemoveWhenSlotsChange){
if(usAttachmentSlotIndexVector.size() != (*pObj)[0]->attachments.size()){
fRemoveProhibitedAttachments = TRUE;
} else {
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end() && !fRemoveProhibitedAttachments; ++iter, ++curSlot){
if(iter->exists()){
UINT16 slotIndex = usAttachmentSlotIndexVector[curSlot];
UINT16 sItem = iter->usItem;
if(!(AttachmentSlots[slotIndex].nasAttachmentClass & Item[sItem].nasAttachmentClass)){
fRemoveProhibitedAttachments = TRUE;
}
}
}
}
}
if(fRemoveProhibitedAttachments){
UINT16 usInfiniteLoopCount = 0;
//CHRISL: There is the chance that we could have attachments in slots that are no longer valid, but if we arbitrarily resize the attachmentList
// we could actually lose attachments. So let's just remove all attachments and replace them in correct locations
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
tempAttachList.push_back((*iter));
iter = (*pObj)[0]->RemoveAttachmentAtIter(iter);
}
}
//pObj->usAttachmentSlotIndexVector = tempItemSlots;
//Keep checking till slots stop changing.
while(!fDoneRemovingProhibited){
//Surely 500 tries is enough to fix ANY item...
AssertMsg(usInfiniteLoopCount < 500, "There was an inifinite loop while removing prohibited attachments");
//Resize the object to the correct size
(*pObj)[0]->attachments.resize(usAttachmentSlotIndexVector.size());
//Start by trying to re-attach inseperable items. They take precedence over items that can normally be removed
for (attachmentList::iterator iter = tempAttachList.begin(); iter != tempAttachList.end();) {
if(Item[iter->usItem].inseparable && ValidItemAttachmentSlot(pObj, iter->usItem, TRUE, FALSE, 0, -1, 0, NULL, usAttachmentSlotIndexVector)){
//This seems to be rather valid. Can't be 100% sure though.
if(pObj->AttachObject(NULL, &(*iter), FALSE, 0, -1, FALSE, usAttachmentSlotIndexVector)){
//Ok now we can be sure, lets remove this object so we don't try to drop it later.
iter = tempAttachList.erase(iter);
} else {
++iter;
}
} else {
++iter;
}
}
//Try to attach all the other attachments that didn't fit their current slot.
for (attachmentList::iterator iter = tempAttachList.begin(); iter != tempAttachList.end();) {
if(ValidItemAttachmentSlot(pObj, iter->usItem, TRUE, FALSE, 0, -1, 0, NULL, usAttachmentSlotIndexVector)){
//This seems to be rather valid. Can't be 100% sure though.
if(pObj->AttachObject(NULL, &(*iter), FALSE, 0, -1, FALSE, usAttachmentSlotIndexVector)){
//Ok now we can be sure, lets remove this object so we don't try to drop it later.
iter = tempAttachList.erase(iter);
} else {
++iter;
}
} else {
++iter;
}
}
tempItemSlots = GetItemSlots(pObj);
//assume all attachments are replaced and we're good to break the look
fDoneRemovingProhibited = TRUE;
//Check if the slots have changed after possibly removing attachments.
if(tempItemSlots.size() != usAttachmentSlotIndexVector.size()){
//Changed, we need to correct again.
fDoneRemovingProhibited = FALSE;
} else if(!tempItemSlots.empty()){
for (UINT16 cnt = 0; cnt < tempItemSlots.size(); ++cnt) {
//If these slots don't match, something has changed, keep checking.
if(tempItemSlots[cnt] != usAttachmentSlotIndexVector[cnt]){
fDoneRemovingProhibited = FALSE;
break;
}
}
}
if(usInfiniteLoopCount > 10){ //run through the loop 10 times before we drop items.
//Anything that's still in our tempAttachList couldn't be attached, and should be dropped.
for (attachmentList::iterator iter = tempAttachList.begin(); iter != tempAttachList.end();) {
if (iter->exists())
{
// Flugente: placing objects at a soldier is only advised if the soldier exists in the first place
if ( pSoldier )
{
if ( !AutoPlaceObject( pSoldier, &(*iter), FALSE ) )
{
AutoPlaceObjectToWorld(pSoldier, &(*iter), TRUE);
}
}
else
{
// put it on the ground //dnl ch75 281013
INT32 sGridNo = NOWHERE;
UINT8 ubLevel = 0;
for(UINT32 i=0; i<guiNumWorldItems; ++i)
{
if(gWorldItems[i].fExists && (pObj == &gWorldItems[i].object))
{
sGridNo = gWorldItems[i].sGridNo;
ubLevel = gWorldItems[i].ubLevel;
break;
}
}
if(sGridNo != NOWHERE)
{
if(guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool)
AutoPlaceObjectInInventoryStash(&(*iter), sGridNo, ubLevel);
else
AddItemToPool(sGridNo, &(*iter), 1, ubLevel, WORLD_ITEM_REACHABLE, 0);
}
}
iter = tempAttachList.erase(iter);
}
else
{
++iter;
}
}
}
if(!tempAttachList.empty()){
fDoneRemovingProhibited = FALSE;
}
usAttachmentSlotIndexVector = GetItemSlots(pObj);
usInfiniteLoopCount++;
}
}
} else {
UINT16 x = 0;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end();) {
if(!iter->exists()){
//WarmSteel - erase null objects, we don't need them without the NAS.
iter = (*pObj)[0]->attachments.erase(iter);
} else {
if ( (!ValidAttachment(iter->usItem, pObj) && !ValidLaunchable(iter->usItem, usItem) && !ValidLaunchable(iter->usItem, GetAttachedGrenadeLauncher(pObj)) ) || x >= OLD_MAX_ATTACHMENTS_101)
{
if ( !Item[iter->usItem].inseparable )
{
if (pSoldier) {
if ( !AutoPlaceObject( pSoldier, &(*iter), FALSE ) )
{ // put it on the ground
AddItemToPool( pSoldier->sGridNo, &(*iter), 1, pSoldier->pathing.bLevel, 0 , -1 );
}
}
}
pObj->RemoveAttachment(&(*iter),0 ,0 , pSoldier, TRUE, FALSE);
iter = (*pObj)[0]->attachments.begin();
x = 0;
} else {
++x;
++iter;
}
}
}
}
return;
}
//WarmSteel - Needed for merges, because the new items don't get their new default attachments.
//This does the same as RemoveProhibitedAttachments but is a bit more thorough at it.
//This is at the risk that items move around if more than one slot is valid, but since this is used for "new" guns after merges, that's acceptable.
// HEADROCK HAM 5: Added argument for statusindex.
attachmentList ReInitMergedItem(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, UINT16 usOldItem, UINT8 ubStatusIndex)
{
attachmentList unattachableList; //Madd: list of attachments that couldn't be attached or dropped (ie: inseparable attachments that got separated)
attachmentList tempAttachList;
attachmentList tempSlotChangingAttachList;
BOOLEAN fFoundDefaultAttachment = FALSE;
UINT8 slotCount;
std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObj);
if( !(*pObj)[ubStatusIndex]->attachments.empty() ){
//Have to take all attachments off, because of possible incompatibilities with the default attachments (can't NOT attach a default attachment because some stupid item already attached is incompatible with it).
//Delete all default inseperable attachments from the old gun.
//This is safe UNLESS the inseparable default attachments is not the only attachment of the same kind on the gun.
//I can't think of any reason why this would happen, and if it does the worst that can happen is your attachment disappearing.
for(slotCount = 0; slotCount < (*pObj)[ubStatusIndex]->attachments.size(); slotCount++){
UINT16 usAttach = (*pObj)[ubStatusIndex]->GetAttachmentAtIndex(slotCount)->usItem;
if(Item[usAttach].inseparable == 1){
for(UINT16 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS && Item[usOldItem].defaultattachments[cnt] != 0; cnt++){
if(Item[usOldItem].defaultattachments[cnt] == usAttach){
(*pObj)[ubStatusIndex]->RemoveAttachmentAtIndex(slotCount);
break;
}
}
}
}
slotCount = 0;
//Put all other attachments into a temporary storage, so we can try to re-attach later.
for(attachmentList::iterator iter = (*pObj)[ubStatusIndex]->attachments.begin(); iter != (*pObj)[ubStatusIndex]->attachments.end(); iter++, slotCount++) {
if(iter->exists()){
UINT16 cnt = 0;
tempAttachList.push_back((*iter));
}
}
}
//clear the attachment list, we've saved the attachments somewhere safe now.
(*pObj)[ubStatusIndex]->attachments.clear();
//Make sure the attachment slot data is correct.
//std::vector<UINT16> tempItemSlots = GetItemSlots(pObj);
(*pObj)[ubStatusIndex]->attachments.resize(usAttachmentSlotIndexVector.size());
//pObj->usAttachmentSlotIndexVector = tempItemSlots;
//Now add all default attachments, but add them with the same status as the gun. We don't want to make repairing guns easy :)
for(UINT16 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS && Item[pObj->usItem].defaultattachments[cnt] != 0; cnt++){
//Only add inseparable default attachments, because they are likely "part" of the gun.
if(Item[Item[pObj->usItem].defaultattachments[cnt]].inseparable == 1){
OBJECTTYPE defaultAttachment;
CreateItem(Item [ pObj->usItem ].defaultattachments[cnt],(*pObj)[ubStatusIndex]->data.objectStatus,&defaultAttachment);
AssertMsg(pObj->AttachObject(NULL,&defaultAttachment, FALSE, ubStatusIndex, -1, FALSE), "A default attachment could not be attached after merging, this should not be possible.");
}
}
//First re-attach any slot-changing attachments.
for (attachmentList::iterator iter = tempSlotChangingAttachList.begin(); iter != tempSlotChangingAttachList.end();) {
if( ValidItemAttachmentSlot(pObj, iter->usItem, TRUE, FALSE, ubStatusIndex )){
//This seems to be rather valid. Can't be 100% sure though.
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if(pObj->AttachObject(NULL, &tempAttachment, FALSE, ubStatusIndex)){
//Ok now we can be sure, lets remove this object so we don't try to drop it later.
iter = tempSlotChangingAttachList.erase(iter);
} else {
++iter;
}
} else {
++iter;
}
}
//Time to re-attach the other attachments, if we can. I am the king of copy pasta.
for (attachmentList::iterator iter = tempAttachList.begin(); iter != tempAttachList.end();) {
if( ValidItemAttachmentSlot(pObj, iter->usItem, TRUE, FALSE, ubStatusIndex)){
//This seems to be rather valid. Can't be 100% sure though.
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if(pObj->AttachObject(NULL, &tempAttachment, FALSE, ubStatusIndex)){
//Ok now we can be sure, lets remove this object so we don't try to drop it later.
iter = tempAttachList.erase(iter);
} else {
++iter;
}
} else {
++iter;
}
}
//drop all items we couldn't re-attach.
for (attachmentList::iterator iter = tempSlotChangingAttachList.begin(); iter != tempSlotChangingAttachList.end(); ++iter) {
if ( Item[iter->usItem].inseparable != 1)
{//WarmSteel - Couldn't re-attach this item, try to drop it.
if (pSoldier) {
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if ( !AutoPlaceObject( pSoldier, &tempAttachment, FALSE ) )
{ // put it on the ground
// HEADROCK HAM 5: A much more suitable function. Works in both tactical and mapscreen!
AutoPlaceObjectToWorld( pSoldier, &tempAttachment, true );
//AddItemToPool( pSoldier->sGridNo, &(*iter), 1, pSoldier->pathing.bLevel, 0 , -1 );
}
}
}
else
unattachableList.push_back((*iter));
}
//and the rest too
for (attachmentList::iterator iter = tempAttachList.begin(); iter != tempAttachList.end(); ++iter) {
if ( Item[iter->usItem].inseparable != 1)
{//WarmSteel - Couldn't re-attach this item, try to drop it.
if (pSoldier) {
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if ( !AutoPlaceObject( pSoldier, &tempAttachment, FALSE ) )
{ // put it on the ground
// HEADROCK HAM 5: A much more suitable function. Works in both tactical and mapscreen!
AutoPlaceObjectToWorld( pSoldier, &tempAttachment, true );
//AddItemToPool( pSoldier->sGridNo, &(*iter), 1, pSoldier->pathing.bLevel, 0 , -1 );
}
}
}
else
unattachableList.push_back((*iter));
}
return unattachableList;
}
void EjectAmmoAndPlace(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, UINT8 subObject)
{
CreateAmmo((*pObj)[subObject]->data.gun.usGunAmmoItem, &gTempObject, (*pObj)[subObject]->data.gun.ubGunShotsLeft);
(*pObj)[subObject]->data.gun.ubGunShotsLeft = 0;
(*pObj)[subObject]->data.gun.usGunAmmoItem = NONE;
// HEADROCK HAM 3.5: Clear ammo type
(*pObj)[subObject]->data.gun.ubGunAmmoType = NONE;
if ( pSoldier )
{
AutoPlaceObjectAnywhere( pSoldier, &gTempObject, FALSE );
// if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
// { // put it on the ground
// AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
// }
}
return;
}
/* CHRISL: This function is edited to handle the new inventory system when we have an item in our cursor.
Not only do we have to hatch out pockets that the item won't fit in, we also have to hatch out pockets that
our current LBE gear haven't activated. We'll also need to display the number of items of the type currently
held in the cursor that each active pocket can hold.*/
extern BOOLEAN CompatibleAmmoForGun( OBJECTTYPE *pTryObject, OBJECTTYPE *pTestObject );
BOOLEAN CanItemFitInVehicle( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 bPos, BOOLEAN fDoingPlacement )
{
if((UsingNewInventorySystem() == false) || !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
return(FALSE);
if(!vehicleInv[bPos])
return(FALSE);
UINT8 ubSlotLimit;
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier );
if ( ubSlotLimit == 0 )
return ( CompatibleAmmoForGun(pObj, &pSoldier->inv[bPos]) );
return( TRUE );
}
BOOLEAN CanItemFitInPosition( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT8 bPos, BOOLEAN fDoingPlacement )
{
UINT8 ubSlotLimit, lbePocket=1;
INT8 bNewPos=ITEM_NOT_FOUND;
UINT32 pRestrict=0;
// CHRISL: Only check valid pockets
if ( UsingNewInventorySystem( ) )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
return ( CanItemFitInVehicle( pSoldier, pObj, bPos, fDoingPlacement ) );
}
else if ( !oldInv[bPos] )
return(FALSE);
switch( bPos )
{
case SECONDHANDPOS:
if (Item[pSoldier->inv[HANDPOS].usItem].twohanded )
{
return( FALSE );
}
break;
case HANDPOS:
if (Item[ pObj->usItem ].twohanded )
{
if ( pSoldier->inv[HANDPOS].exists() && pSoldier->inv[SECONDHANDPOS].exists() )
{
// two items in hands; try moving the second one so we can swap
if ( FitsInSmallPocket(&pSoldier->inv[SECONDHANDPOS]) )
{
bNewPos = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, NUM_INV_SLOTS );
}
else
{
bNewPos = FindEmptySlotWithin( pSoldier, BIGPOCKSTART, MEDPOCKFINAL );
}
if (bNewPos == NO_SLOT)
{
// nowhere to put second item
return( FALSE );
}
if ( fDoingPlacement )
{
// otherwise move it, forget about bNewPos!
PlaceInAnyPocket(pSoldier, &pSoldier->inv[SECONDHANDPOS], FALSE);
}
}
}
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 );
}
break;
case VESTPOCKPOS:
if (Item[pObj->usItem].usItemClass != IC_LBEGEAR || LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeClass != VEST_PACK)
{
return( FALSE );
}
break;
case LTHIGHPOCKPOS:
case RTHIGHPOCKPOS:
if (Item[pObj->usItem].usItemClass != IC_LBEGEAR || LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeClass != THIGH_PACK)
{
return( FALSE );
}
break;
case CPACKPOCKPOS:
if (Item[pObj->usItem].usItemClass != IC_LBEGEAR || LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeClass != COMBAT_PACK)
{
return( FALSE );
}
if(pSoldier->inv[BPACKPOCKPOS].exists() == true)
{
//DBrot: changed to bitwise comparison
if(((LoadBearingEquipment[Item[pSoldier->inv[BPACKPOCKPOS].usItem].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeCombo) == 0) ||
LoadBearingEquipment[Item[pSoldier->inv[BPACKPOCKPOS].usItem].ubClassIndex].lbeCombo == 0)
{
return( FALSE );
}
}
break;
case BPACKPOCKPOS:
if (Item[pObj->usItem].usItemClass != IC_LBEGEAR || LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeClass != BACKPACK)
{
return( FALSE );
}
// Removed backpack/gunsling restrictions
//if(pSoldier->inv[GUNSLINGPOCKPOS].exists() == true)
// return( FALSE );
if ( pSoldier->inv[CPACKPOCKPOS].exists() )
{
//DBrot: changed to bitwise comparison
if( ((LoadBearingEquipment[Item[pSoldier->inv[CPACKPOCKPOS].usItem].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeCombo) ==0) ||
LoadBearingEquipment[Item[pSoldier->inv[CPACKPOCKPOS].usItem].ubClassIndex].lbeCombo == 0)
{
return( FALSE );
}
}
break;
case GUNSLINGPOCKPOS: // Gun Sling
//if (Item[pObj->usItem].usItemClass != IC_GUN && Item[pObj->usItem].usItemClass != IC_BLADE && Item[pObj->usItem].usItemClass != IC_LAUNCHER)
if(pObj->usItem == MONEY)
return( FALSE );
if ( Item[pObj->usItem].usItemClass & (IC_AMMO | IC_GRENADE) )
return(CompatibleAmmoForGun(pObj, &pSoldier->inv[GUNSLINGPOCKPOS]) || ValidAttachment(pObj->usItem, &(pSoldier->inv[GUNSLINGPOCKPOS]) ) || ValidLaunchable(pObj->usItem, pSoldier->inv[GUNSLINGPOCKPOS].usItem));
// Removed backpack/gunsling restrictions
//if(pSoldier->inv[BPACKPOCKPOS].exists() == true)
// return(CompatibleAmmoForGun(pObj, &pSoldier->inv[GUNSLINGPOCKPOS]));
break;
case KNIFEPOCKPOS: // Knife sheath
if(pObj->usItem == MONEY)
return( FALSE );
if (Item[pObj->usItem].usItemClass != IC_BLADE && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE )
return(CompatibleAmmoForGun(pObj, &pSoldier->inv[KNIFEPOCKPOS]) || ValidAttachment(pObj->usItem, &(pSoldier->inv[KNIFEPOCKPOS]) ) || ValidLaunchable(pObj->usItem, pSoldier->inv[KNIFEPOCKPOS].usItem));
break;
// IC Pockets
case BIGPOCK1POS:
case BIGPOCK2POS:
case BIGPOCK3POS:
case BIGPOCK4POS:
case BIGPOCK5POS:
case BIGPOCK6POS:
case BIGPOCK7POS:
case MEDPOCK1POS:
case MEDPOCK2POS:
case MEDPOCK3POS:
case MEDPOCK4POS:
case SMALLPOCK1POS:
case SMALLPOCK2POS:
case SMALLPOCK3POS:
case SMALLPOCK4POS:
case SMALLPOCK5POS:
case SMALLPOCK6POS:
case SMALLPOCK7POS:
case SMALLPOCK8POS:
case SMALLPOCK9POS:
case SMALLPOCK10POS:
case SMALLPOCK11POS:
case SMALLPOCK12POS:
case SMALLPOCK13POS:
case SMALLPOCK14POS:
case SMALLPOCK15POS:
case SMALLPOCK16POS:
case SMALLPOCK17POS:
case SMALLPOCK18POS:
case SMALLPOCK19POS:
case SMALLPOCK20POS:
case SMALLPOCK21POS:
case SMALLPOCK22POS:
case SMALLPOCK23POS:
case SMALLPOCK24POS:
case SMALLPOCK25POS:
case SMALLPOCK26POS:
case SMALLPOCK27POS:
case SMALLPOCK28POS:
case SMALLPOCK29POS:
case SMALLPOCK30POS:
if( UsingNewInventorySystem() )
{
if(icLBE[bPos] == BPACKPOCKPOS && (!(pSoldier->flags.ZipperFlag) || (pSoldier->flags.ZipperFlag && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND)) && (gTacticalStatus.uiFlags & INCOMBAT))
return( FALSE );
lbePocket = ( !pSoldier->inv[icLBE[bPos]].exists() ) ? LoadBearingEquipment[Item[icDefault[bPos]].ubClassIndex].lbePocketIndex[icPocket[bPos]] : LoadBearingEquipment[Item[pSoldier->inv[icLBE[bPos]].usItem].ubClassIndex].lbePocketIndex[icPocket[bPos]];
if( lbePocket == 0 && LoadBearingEquipment[Item[pSoldier->inv[icLBE[bPos]].usItem].ubClassIndex].lbePocketsAvailable & (UINT16)pow((double)2, icPocket[bPos]))
{
lbePocket = GetPocketFromAttachment(&pSoldier->inv[icLBE[bPos]], icPocket[bPos]);
}
pRestrict = LBEPocketType[lbePocket].pRestriction;
if ( pRestrict != 0)
if ( !(pRestrict & Item[pObj->usItem].usItemClass) )
lbePocket = 0;
}
break;
default:
break;
}
if ( !UsingNewInventorySystem() )
{
if ( bPos >= SMALLPOCKSTART )
{
// Flugente: we call this function a lot. As ItemSlotLimit is somewhat expensive, limiting the amount of calls helps avoid a fps drop if the inventory is open
if ( bPos == GUNSLINGPOCKPOS )
//recalc slot limit to exclude ItemSize attachment modifiers
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier, FALSE );
else
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier );
// doesn't fit!
if ( !ubSlotLimit )
return( FALSE );
}
}
else
{
// CHRISL: lbePocket==0 means pocket disabled. ubSlotLimit==0 means pocket can't hold item
if ( lbePocket == 0 )
return ( CompatibleAmmoForGun(pObj, &pSoldier->inv[bPos]) || ValidAttachment(pObj->usItem, &(pSoldier->inv[bPos]) ) || ValidLaunchable(pObj->usItem, pSoldier->inv[bPos].usItem) );
else
{
// Flugente: we call this function a lot. As ItemSlotLimit is somewhat expensive, limiting the amount of calls helps avoid a fps drop if the inventory is open
if ( bPos == GUNSLINGPOCKPOS )
//recalc slot limit to exclude ItemSize attachment modifiers
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier, FALSE );
else
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier );
if ( !ubSlotLimit )
return (CompatibleAmmoForGun( pObj, &pSoldier->inv[bPos] ) || ValidAttachment( pObj->usItem, &(pSoldier->inv[bPos]) ) || ValidLaunchable( pObj->usItem, pSoldier->inv[bPos].usItem ));
}
}
return( TRUE );
}
//CHRISL: Wrote this function to try and clean up possible problems relating to the 16bit change for ammo capacity
void CleanUpItemStats( OBJECTTYPE * pObj )
{
UINT16 magSize;
if(Item[pObj->usItem].usItemClass == IC_GUN)
{
magSize = GetMagSize(pObj);
if((*pObj)[0]->data.gun.ubGunShotsLeft > magSize)
{
(*pObj)[0]->data.gun.ubGunShotsLeft = magSize;
}
return;
}
if(Item[pObj->usItem].usItemClass == IC_AMMO)
{
magSize = Magazine[Item[pObj->usItem].ubClassIndex].ubMagSize;
if((*pObj)[0]->data.ubShotsLeft > magSize)
{
(*pObj)[0]->data.ubShotsLeft = magSize;
}
return;
}
}
BOOLEAN FreeUpSlotIfPossibleThenPlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
{
//this gets called if something doesn't fit in bPos, which can happen if something is there
//or if it simply doesn't fit, if it doesn't fit return false to prevent recursion
// try autoplacing item in bSlot elsewhere, excluding the slot it came from, then do a placement
if ( pSoldier->inv[bPos].exists() == true && AutoPlaceObject( pSoldier, &(pSoldier->inv[bPos]), FALSE , bPos) )
{
//the old object has been placed somewhere, it's safe to place this one
return( PlaceObject( pSoldier, bPos, pObj ) );
}
return( FALSE );
}
// CHRISL: Use to find best pocket to store item in. Could probably be merged with FitsInSmallPocket
INT32 PickPocket(SOLDIERTYPE *pSoldier, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap, int bExcludeSlot)
{
UINT16 pIndex=0;
INT32 pocket=0;
UINT8 capacity=254;
for(UINT32 uiPos=ppStart; uiPos<ppStop; uiPos++){
if(pSoldier->inv[icLBE[uiPos]].exists() == false){
pIndex=LoadBearingEquipment[Item[icDefault[uiPos]].ubClassIndex].lbePocketIndex[icPocket[uiPos]];
}
else {
pIndex=LoadBearingEquipment[Item[pSoldier->inv[icLBE[uiPos]].usItem].ubClassIndex].lbePocketIndex[icPocket[uiPos]];
}
// Here's were we get complicated. We should look for the smallest pocket all items can fit in
if(LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] >= iNumber &&
LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] < capacity &&
pSoldier->inv[uiPos].exists() == false && uiPos != bExcludeSlot) {
if((LBEPocketType[pIndex].pRestriction != 0 && (LBEPocketType[pIndex].pRestriction & Item[usItem].usItemClass)) ||
LBEPocketType[pIndex].pRestriction == 0) {
capacity = LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize];
pocket = uiPos;
}
}
}
if(pocket!=0){
*cap=capacity;
return pocket;
}
else{
*cap=254;
return -1;
}
}
BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj, BOOLEAN fNewItem )
{
if (PlaceObject(pSoldier, bPos, pObj) == TRUE) {
SetNewItem(pSoldier, bPos, fNewItem);
return TRUE;
}
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;
OBJECTTYPE * pInSlot;
BOOLEAN fObjectWasRobotRemote = FALSE;
if ( Item[pObj->usItem].robotremotecontrol )
{
fObjectWasRobotRemote = TRUE;
}
//CHRISL: Failsafe to try and clean up ammo capacity problems
CleanUpItemStats(pObj);
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 ) )
{
CHAR16 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 ) )
{
CHAR16 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->flags.uiStatusFlags & SOLDIER_PC )
{
if ( KeyTable[ (*pObj)[0]->data.key.ubKeyID ].usDateFound == 0 )
{
KeyTable[ (*pObj)[0]->data.key.ubKeyID ].usDateFound = (UINT16) GetWorldDay();
KeyTable[ (*pObj)[0]->data.key.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;
}
if ( Item[pObj->usItem].twohanded && Weapon[pObj->usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
else
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
// Lesh: end
#ifdef JA2UB
//handle the placing up of a new ja25 gun
HandleNewGunComment( pSoldier, pObj->usItem, FALSE );
#endif
pInSlot = &(pSoldier->inv[bPos]);
//we are placing an object, how we handle this depends on what is in the slot already
if (pInSlot->exists() == false)
{
//if the object in the slot does not exist it is easy
pObj->MoveThisObjectTo(*pInSlot, ALL_OBJECTS, pSoldier, bPos);
if (pObj->exists() == false)
{
// dropped everything
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].exists() == true)
{
// swap what WAS in the second hand into the cursor
pSoldier->inv[SECONDHANDPOS].MoveThisObjectTo(*pObj);
}
}
}
}
else
{
// replacement/reloading/merging/stacking
//try to reload first
switch (Item[pInSlot->usItem].usItemClass)
{
case IC_GUN:
if (Item[pObj->usItem].usItemClass == IC_AMMO)
{
// Flugente: if we have an underbarrel weapon, we can reload that
OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon(pInSlot);
if (Weapon[pObjUsed->usItem].ubCalibre == Magazine[Item[pObj->usItem].ubClassIndex].ubCalibre)
{
//CHRISL: Work differently with ammo crates but only when not in combat
if(Magazine[Item[pObj->usItem].ubClassIndex].ubMagType >= AMMO_BOX)
{
if(!(gTacticalStatus.uiFlags & INCOMBAT))
{
UINT16 magSize, ubShotsLeft;
OBJECTTYPE tempClip;
OBJECTTYPE tempStack;
bool clipCreated;
UINT32 newItem = 0;
INT32 pocket=-1;
UINT8 capacity=0;
UINT8 bLoop;
//find the ammo item we want to try and create
for ( int loop = 0; loop < gMAXITEMS_READ; ++loop )
{
if(Item[loop].usItemClass & IC_AMMO)
{
if(Magazine[Item[loop].ubClassIndex].ubCalibre == Weapon[pObjUsed->usItem].ubCalibre && Magazine[Item[loop].ubClassIndex].ubAmmoType == Magazine[Item[pObj->usItem].ubClassIndex].ubAmmoType && Magazine[Item[loop].ubClassIndex].ubMagSize == GetMagSize(pObjUsed) && Magazine[Item[loop].ubClassIndex].ubMagType < AMMO_BOX )
{
newItem = loop;
break;
}
}
}
//Create a stack of up to 5 "newItem" clips
tempStack.initialize();
clipCreated = false;
ubShotsLeft = (*pObj)[0]->data.ubShotsLeft;
for(UINT8 clip = 0; clip < 5; ++clip)
{
magSize = GetMagSize(pObjUsed);
if(ubShotsLeft < magSize)
magSize = ubShotsLeft;
if(CreateAmmo(newItem, &tempClip, magSize))
{
tempStack.AddObjectsToStack(tempClip, -1, pSoldier, NUM_INV_SLOTS, MAX_OBJECTS_PER_SLOT);
ubShotsLeft -= magSize;
clipCreated = true;
if(ubShotsLeft < 1)
break;
}
}
//Try to place the stack somewhere on the active merc
if(clipCreated == true)
{
clipCreated = false;
bLoop = tempStack.ubNumberOfObjects;
while(tempStack.ubNumberOfObjects > 0)
{
pocket = PickPocket(pSoldier, BIGPOCKSTART, SMALLPOCKFINAL, tempStack.usItem, bLoop, &capacity, -1);
if(pocket != -1)
{
pSoldier->inv[pocket].AddObjectsToStack(tempStack, bLoop, pSoldier, pocket);
}
else
{
bLoop--;
}
if(bLoop < 1)
break;
}
if(tempStack.ubNumberOfObjects < 1)
clipCreated = true;
else
{
//Try to place stack on ground
if( AutoPlaceObjectToWorld(pSoldier, &tempStack) )
{
clipCreated = true;
if(guiCurrentScreen == GAME_SCREEN)
NotifySoldiersToLookforItems( );
}
/*if(guiCurrentScreen == MAP_SCREEN && fShowMapInventoryPool == TRUE)
{
if(AutoPlaceObjectInInventoryStash(&tempStack, pSoldier->sGridNo))
clipCreated = true;
}
else
{
if(AddItemToPool(pSoldier->sGridNo, &tempStack, 1, pSoldier->pathing.bLevel, WORLD_ITEM_REACHABLE, -1))
{
NotifySoldiersToLookforItems( );
clipCreated = true;
}
}*/
}
}
if(clipCreated == true)
{
(*pObj)[0]->data.ubShotsLeft = ubShotsLeft;
}
if((*pObj)[0]->data.ubShotsLeft < 1)
pObj->RemoveObjectsFromStack(1);
return( TRUE );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapInventoryErrorString[6] );
return( FALSE );
}
}
else
return( ReloadGun( pSoldier, pObjUsed, pObj ) );
}
}
break;
case IC_LAUNCHER:
if ( ValidLaunchable( pObj->usItem, pInSlot->usItem ) ) {
return( ReloadGun( pSoldier, pInSlot, pObj ) );
}
break;
}
//if we didn't reload, then we know we are stacking or swapping!
if (IsSlotASmallPocket(bPos) == true && FitsInSmallPocket(pObj) == false) {
//there is nothing we can do, just return
return FALSE;
}
// CHRISL: When holding ammo and clicking on an appropriate ammo crate, add ammo to crate
if(Magazine[Item[pInSlot->usItem].ubClassIndex].ubMagType >= AMMO_BOX && Item[pObj->usItem].usItemClass == IC_AMMO && Magazine[Item[pObj->usItem].ubClassIndex].ubMagType < AMMO_BOX )
{
if(Magazine[Item[pInSlot->usItem].ubClassIndex].ubCalibre == Magazine[Item[pObj->usItem].ubClassIndex].ubCalibre &&
Magazine[Item[pInSlot->usItem].ubClassIndex].ubAmmoType == Magazine[Item[pObj->usItem].ubClassIndex].ubAmmoType)
{
UINT16 magSpace = Magazine[Item[pInSlot->usItem].ubClassIndex].ubMagSize-(*pInSlot)[0]->data.ubShotsLeft;
while(pObj->ubNumberOfObjects > 0)
{
if(magSpace >= (*pObj)[0]->data.ubShotsLeft)
{
magSpace -= (*pObj)[0]->data.ubShotsLeft;
(*pInSlot)[0]->data.ubShotsLeft += (*pObj)[0]->data.ubShotsLeft;
pObj->RemoveObjectsFromStack(1);
}
else
{
(*pObj)[0]->data.ubShotsLeft -= magSpace;
(*pInSlot)[0]->data.ubShotsLeft += magSpace;
break;
}
}
if(pObj->ubNumberOfObjects > 0)
return( FALSE );
else
return( TRUE );
}
}
// CHRISL:
ubSlotLimit = ItemSlotLimit( pObj, bPos, pSoldier );
if (ubSlotLimit == 0)
{
//we have tried to stack but the stack is full, or we have tried to swap but the slot is wrong
return( FreeUpSlotIfPossibleThenPlaceObject( pSoldier, bPos, pObj ) );
}
if ( pObj->usItem == pInSlot->usItem && ubSlotLimit > 1 && IsSlotAnLBESlot(bPos) == false )
{
//we have tried to stack, but remember we can't stack 2 LBEs into 1 LBE slot, they get swapped instead
pInSlot->AddObjectsToStack( *pObj, ALL_OBJECTS, pSoldier, bPos );
}
else if ( (Item[pObj->usItem].twohanded ) && (bPos == HANDPOS) )
{
if (pSoldier->inv[SECONDHANDPOS].exists() == true) {
// both pockets have something in them, so we can't swap
return( FALSE );
}
else {
//we swapped a 2 handed object into the main hand
SwapObjs( pObj, pInSlot );
}
}
else if (IsSlotAnLBESlot(bPos) == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR)
{
/* Buggler: Code commented due to weird results when swapping filled LBE items that has pockets of the same size
//CHRISL: If we're trying to swap LBE items between IC pockets, we have to be careful that items are moved
into active pockets or that an LBENODE is properly created.
if(pObj->HasAnyActiveLBEs(pSoldier) == false && !(_KeyDown(SHIFT))){
std::vector<INT8> LBESlots;
GetLBESlots(bPos, LBESlots);
MoveItemsToActivePockets(pSoldier, LBESlots, bPos, pObj);
}*/
pInSlot->MoveThisObjectTo(gTempObject, -1, pSoldier, bPos);
pObj->MoveThisObjectTo(*pInSlot, -1, pSoldier, bPos);
//CHRISL: We need to make sure there are no items left in pObj or we'll lose them
if(pObj->ubNumberOfObjects == 0)
gTempObject.MoveThisObjectTo(*pObj, -1);
else
AutoPlaceObjectAnywhere(pSoldier, &gTempObject, FALSE);
}
else if (ubSlotLimit < pObj->ubNumberOfObjects)
{
//not enough room, so we free up some space
return( FreeUpSlotIfPossibleThenPlaceObject( pSoldier, bPos, pObj ) );
}
else
{
//item fits here, swapping
SwapObjs( pObj, pInSlot );
}
}
// ATE: Put this in to see if we should update the robot, if we were given a controller...
if ( pSoldier->bTeam == gbPlayerNum && fObjectWasRobotRemote )
{
pSoldier->UpdateRobotControllerGivenController( );
}
ApplyEquipmentBonuses(pSoldier);
//Pulmu bugfix
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pInSlot->ubWeight = CalculateObjectWeight(pInSlot);
//Pulmu end
return( TRUE );
}
bool TryToStackInSlot(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, int bSlot)
{
// CHRISL: Use new ItemSlotLimit function if we're using the new inventory system
if (pSoldier->inv[bSlot].usItem == pObj->usItem && pSoldier->inv[bSlot].exists() == true)
{
if (pSoldier->inv[bSlot].ubNumberOfObjects < ItemSlotLimit( pObj, bSlot, pSoldier ) )
{
// 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 ) ) )
{
pSoldier->inv[bSlot].AddObjectsToStack(*pObj, -1, pSoldier, bSlot);
if (pObj->exists() == false) {
return true;
}
}
}
}
return false;
}
bool TryToPlaceInSlot(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, bool fNewItem, int& bSlot, int endSlot)
{
//bSlot = FindEmptySlotWithin( pSoldier, bSlot, endSlot );
//CHRISL: If something already exists, we want to fail since we can't place an object in this slot
if (CanItemFitInPosition(pSoldier, pObj, bSlot, false) == false || pSoldier->inv[bSlot].exists() == true) {
//bSlot = endSlot;
return false;
}
if (bSlot == ITEM_NOT_FOUND) {
bSlot = endSlot;
return false;
}
if (bSlot == SECONDHANDPOS) {
if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[ HANDPOS ].usItem].twohanded) {
return false;
}
}
PlaceObject( pSoldier, bSlot, pObj, fNewItem );
if (pObj->exists() == false) {
return( true );
}
return false;
}
bool PlaceInAnySlot(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, bool fNewItem, int bExcludeSlot, bool fStackOrSingleSlot)
{
UINT8 ubInitialNumberOfObjects = pObj->ubNumberOfObjects;
//now try to PLACE
//try to PLACE in any body slot
for(int bSlot = BODYPOSSTART; bSlot < BIGPOCKSTART; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, BODYPOSFINAL) == true)
return true;
if(pObj->ubNumberOfObjects < ubInitialNumberOfObjects && fStackOrSingleSlot)
return true;
}
if(UsingNewInventorySystem() == true)
{
//CHRISL: Rather then a simple slot search, use PickPocket to find the most appropriate pocket to use
INT32 sPocket=-1, mPocket=-1, lPocket=-1;
UINT8 sCapacity=0;
UINT8 mCapacity=0;
UINT8 lCapacity=0;
UINT8 capacity=0;
int bSlot;
for( UINT8 i = 0; i < ubInitialNumberOfObjects; i++)
{
// pocket may not accomodate entire stack
for( UINT8 ubCurrentObjects = pObj->ubNumberOfObjects; ubCurrentObjects > 0; ubCurrentObjects--)
{
//Start with active small pockets
sPocket=PickPocket(pSoldier, SMALLPOCKSTART, SMALLPOCKFINAL, pObj->usItem, ubCurrentObjects, &sCapacity, bExcludeSlot);
//Next search active medium pockets
mPocket=PickPocket(pSoldier, MEDPOCKSTART, MEDPOCKFINAL, pObj->usItem, ubCurrentObjects, &mCapacity, bExcludeSlot);
//Lastly search active big pockets
lPocket=PickPocket(pSoldier, BIGPOCKSTART, BIGPOCKFINAL, pObj->usItem, ubCurrentObjects, &lCapacity, bExcludeSlot);
//Finally, compare the three pockets we've found and return the pocket that is most logical to use
capacity = min(sCapacity, mCapacity);
capacity = min(lCapacity, capacity);
// pocket can fit slot
if(capacity != 254)
break;
}
if(capacity == 254) //no pocket found
return false;
else if(capacity == sCapacity)
bSlot = sPocket;
else if(capacity == mCapacity)
bSlot = mPocket;
else if(capacity == lCapacity)
bSlot = lPocket;
if(TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, NUM_INV_SLOTS) == true || fStackOrSingleSlot)
return true;
}
}
else
{
if (FitsInSmallPocket(pObj) == true) {
//try to PLACE in small pockets
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, NUM_INV_SLOTS) == true)
return true;
if(pObj->ubNumberOfObjects < ubInitialNumberOfObjects && fStackOrSingleSlot)
return true;
}
}
//try to PLACE in big pockets, and possibly medium pockets
int bigPocketEnd = (UsingNewInventorySystem() == true) ? MEDPOCKFINAL : BIGPOCKFINAL;
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, bigPocketEnd) == true)
return true;
if(pObj->ubNumberOfObjects < ubInitialNumberOfObjects && fStackOrSingleSlot)
return true;
}
}
return false;
}
bool PlaceInAnyPocket(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, bool fNewItem, int bExcludeSlot)
{
//first, try to STACK the item
if (FitsInSmallPocket(pObj) == true) {
//try to STACK in small pockets
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
}
//try to STACK in big pockets, and possibly medium pockets
int bigPocketEnd = (UsingNewInventorySystem() == true) ? MEDPOCKFINAL : BIGPOCKFINAL;
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
if (FitsInSmallPocket(pObj) == true) {
//try to PLACE in small pockets
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, NUM_INV_SLOTS) == true) {
return true;
}
}
}
//try to PLACE in big pockets, and possibly medium pockets
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, bigPocketEnd) == true) {
return true;
}
}
return false;
}
bool PlaceInAnyBigOrMediumPocket(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, bool fNewItem, int bExcludeSlot)
{
//a special note, although some items do not fit in small pockets, and under the old system are restricted to big pockets,
//under the new system they are intended to fit in medium pockets, if the item size and the pocket agree
//An example would be a SMG fitting in a gun holster, which is medium.
int bigPocketEnd = (UsingNewInventorySystem() == true) ? MEDPOCKFINAL : BIGPOCKFINAL;
//first, try to STACK the item
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
//now try to PLACE
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, bigPocketEnd) == true) {
return true;
}
}
return false;
}
bool PlaceInAnySmallPocket(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, bool fNewItem, int bExcludeSlot)
{
if (FitsInSmallPocket(pObj) == false) {
return false;
}
//first, try to STACK the item
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
//try to PLACE in small pockets
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToPlaceInSlot(pSoldier, pObj, fNewItem, bSlot, NUM_INV_SLOTS) == true) {
return true;
}
}
return false;
}
BOOLEAN AutoPlaceObjectAnywhere(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot)
{
// This function will attempt to place an object into the soldier's inventory first. If that doesn't work, it'll add the object to sector inventory
if(pObj->exists() == false)
return FALSE;
if( AutoPlaceObject(pSoldier, pObj, fNewItem, bExcludeSlot) )
return TRUE;
else
return (AutoPlaceObjectToWorld(pSoldier, pObj, TRUE) );
return FALSE;
}
extern BOOLEAN IsMercInActiveSector(SOLDIERTYPE * pSoldier);
extern void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen );
BOOLEAN AutoPlaceObjectToWorld(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT8 bVisible)
{
if(pObj->exists() == false)
return FALSE;
INT32 sGridNo = pSoldier?pSoldier->sGridNo:0;
INT8 bLevel = pSoldier?pSoldier->pathing.bLevel:0;
if( guiCurrentScreen == MAP_SCREEN )
{
// the_bob : added the check for whether pSoldier actually points to something to handle calling this function with pSoldier = NULL
if (pSoldier)
{
if(fShowMapInventoryPool && !IsMercInActiveSector(pSoldier) )
{
fShowMapInventoryPool = FALSE;
CreateDestroyMapInventoryPoolButtons(FALSE);
}
ChangeSelectedMapSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ);
}
// WANNE: This should fix the bug, that items get lost in the sector when switching between tactical sectors
// This bug was introduced in revision 4571 (2011-07-14), fixed in 5228
// Buggler: Previously item get lost when holding CTRL & clicking on item in merc inventory when map screen shows other sectors
// Fixed above issue on commit in 5781 (2013-01-13). Please remove all comments if no reported issue after adequate public testing
if(!fShowMapInventoryPool)
//if(fShowMapInventoryPool) // Buggler: to remove too
{
fShowMapInventoryPool = TRUE;
CreateDestroyMapInventoryPoolButtons(FALSE);
}
// set a grid no for item from mercs with invalid grid no in sector inventory, e.g. merc arriving in sector with a different tactical map loaded
if(!GridNoOnVisibleWorldTile(sGridNo))
{
// use the grid no of the first visible, reachable item
for(UINT32 i = 0; i < pInventoryPoolList.size(); i++ )
{
if( pInventoryPoolList[i].bVisible == 1 && pInventoryPoolList[i].fExists == TRUE && pInventoryPoolList[i].usFlags & WORLD_ITEM_REACHABLE )
{
sGridNo = pInventoryPoolList[i].sGridNo;
bLevel = pInventoryPoolList[i].ubLevel;
break;
}
}
// empty sector to use the center grid no of the loaded tactical sector, hope that it's accessible
if(!GridNoOnVisibleWorldTile(sGridNo))
sGridNo = gMapInformation.sCenterGridNo;
}
fMapPanelDirty = TRUE;
return( AutoPlaceObjectInInventoryStash(pObj, sGridNo, bLevel) );
}
else
{
AddItemToPool(sGridNo, pObj, bVisible, bLevel, WORLD_ITEM_REACHABLE, 0);
return TRUE;
}
return FALSE;
}
// CHRISL: Function needed for LBENODE
BOOLEAN AutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fNewItem, INT8 bExcludeSlot, BOOLEAN fStackOrSingleSlot )
{
INVTYPE * pItem;
UINT32 packCombo, backCombo;
// statuses of extra objects would be 0 if the # exceeds the maximum
//Assert( pObj->ubNumberOfObjects <= MAX_OBJECTS_PER_SLOT);
//Pulmu bugfix
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight( pObj);
UINT8 ubInitialNumberOfObjects = pObj->ubNumberOfObjects;
//first, try to STACK the item
//try to STACK in any slot
for(int bSlot = BODYPOSSTART; bSlot < BIGPOCKSTART; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
if (FitsInSmallPocket(pObj) == true) {
//try to STACK in small pockets
for(int bSlot = SMALLPOCKSTART; bSlot < SMALLPOCKFINAL; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
}
//try to STACK in big pockets, and possibly medium pockets
int bigPocketEnd = (UsingNewInventorySystem() == true) ? MEDPOCKFINAL : BIGPOCKFINAL;
for(int bSlot = BIGPOCKSTART; bSlot < bigPocketEnd; bSlot++) {
if (bSlot != bExcludeSlot && TryToStackInSlot(pSoldier, pObj, bSlot) == true) {
return true;
}
}
if(pObj->ubNumberOfObjects < ubInitialNumberOfObjects && fStackOrSingleSlot)
return true;
// then overrides to the standard system: put guns in hand, armour on body (if slot empty)
pItem = &(Item[pObj->usItem]);
int lbeClass;
switch (pItem->usItemClass)
{
case IC_GUN:
case IC_THROWING_KNIFE:
case IC_BLADE:
case IC_LAUNCHER:
case IC_BOMB:
case IC_GRENADE:
if (pSoldier->inv[HANDPOS].exists() == false)
{
// put the one-handed weapon in the guy's hand...
if( PlaceObject( pSoldier, HANDPOS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
else if ( !(Item[pSoldier->inv[HANDPOS].usItem].twohanded ) && pSoldier->inv[SECONDHANDPOS].exists() == false)
{
// put the one-handed weapon in the guy's 2nd hand...
if( PlaceObject( pSoldier, SECONDHANDPOS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
// two-handed objects are best handled in the main loop for large objects,
// which checks the hands first anyhow
//CHRISL: New switch. Place items into Gunsling or Knife pocket is using NewInv, item is appropriate, and we
// didn't manage to place in hands.
if(UsingNewInventorySystem() == true)
{
switch (pItem->usItemClass)
{
case IC_GUN:
if(pSoldier->inv[GUNSLINGPOCKPOS].exists() == false) // Long Gun use Gun Sling
{
if( PlaceObject( pSoldier, GUNSLINGPOCKPOS, pObj, fNewItem ) )
{
if (pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
break;
case IC_THROWING_KNIFE:
case IC_BLADE:
if(pSoldier->inv[KNIFEPOCKPOS].exists() == false) // Knife
{
if( PlaceObject( pSoldier, KNIFEPOCKPOS, pObj, fNewItem ) )
{
if (pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
break;
}
}
break;
case IC_ARMOUR:
switch (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass)
{
case ARMOURCLASS_VEST:
if (pSoldier->inv[VESTPOS].exists() == false)
{
// put on the armour!
if( PlaceObject( pSoldier, VESTPOS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
break;
case ARMOURCLASS_LEGGINGS:
/* CHRISL: If we're wearing leg protectors and pick up leggings, we want to leggings to override.
This is only an issue during merc hiring when leggings will often be placed after leg protectors.
However, this isn't as big an issue at this point because of the redesigns in the profile item sorting
functions.*/
if(Item[pSoldier->inv[LEGPOS].usItem].attachment)
{
SwapObjs(pSoldier, LEGPOS, pObj, TRUE);
pSoldier->inv[LEGPOS].AttachObject(pSoldier, pObj, FALSE);
}
if (pSoldier->inv[LEGPOS].exists() == false)
{
// put on the armour!
if( PlaceObject( pSoldier, LEGPOS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
break;
case ARMOURCLASS_HELMET:
if (pSoldier->inv[HELMETPOS].exists() == false)
{
// put on the armour!
if( PlaceObject( pSoldier, HELMETPOS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
break;
default:
break;
}
// otherwise stuff it in a slot somewhere
break;
case IC_FACE:
if ( (pSoldier->inv[HEAD1POS].exists() == false) && CompatibleFaceItem( pObj->usItem, pSoldier->inv[HEAD2POS].usItem ) )
{
if( PlaceObject( pSoldier, HEAD1POS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
else if ( (pSoldier->inv[HEAD2POS].exists() == false) && CompatibleFaceItem( pObj->usItem, pSoldier->inv[HEAD1POS].usItem ) )
{
if( PlaceObject( pSoldier, HEAD2POS, pObj, fNewItem ) )
{
if ( pObj->exists() == false || fStackOrSingleSlot )
return( TRUE );
}
}
break;
// CHRISL:
case IC_LBEGEAR:
if(UsingNewInventorySystem() == false) {
break;
}
lbeClass = LoadBearingEquipment[pItem->ubClassIndex].lbeClass;
if(lbeClass == THIGH_PACK) // Thigh pack
{
if (pSoldier->inv[LTHIGHPOCKPOS].exists() == false)
{
if( PlaceObject( pSoldier, LTHIGHPOCKPOS, pObj, fNewItem ) )
{
if(pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
if (pSoldier->inv[RTHIGHPOCKPOS].exists() == false)
{
if( PlaceObject( pSoldier, RTHIGHPOCKPOS, pObj, fNewItem ) )
{
if(pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
}
else if(pSoldier->inv[VESTPOCKPOS].exists() == false && lbeClass == VEST_PACK) // Vest pack
{
if( PlaceObject( pSoldier, VESTPOCKPOS, pObj, fNewItem ) )
{
if(pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
else if(pSoldier->inv[CPACKPOCKPOS].exists() == false && lbeClass == COMBAT_PACK) // Combat pack
{
packCombo = LoadBearingEquipment[pItem->ubClassIndex].lbeCombo;
backCombo = LoadBearingEquipment[Item[pSoldier->inv[BPACKPOCKPOS].usItem].ubClassIndex].lbeCombo;
//DBrot: changed to bitwise comparison
if((pSoldier->inv[BPACKPOCKPOS].exists() == true && packCombo != 0 && (backCombo & packCombo)) || pSoldier->inv[BPACKPOCKPOS].exists() == false)
{
if( PlaceObject( pSoldier, CPACKPOCKPOS, pObj, fNewItem ) )
{
if(pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
}
else if(pSoldier->inv[BPACKPOCKPOS].exists() == false && lbeClass == BACKPACK) // Backpack
{
//CHRISL: We're no longer restricting backpacks and gunslings from being used together
//if(pSoldier->inv[GUNSLINGPOCKPOS].exists() == false)
//{
packCombo = LoadBearingEquipment[Item[pSoldier->inv[CPACKPOCKPOS].usItem].ubClassIndex].lbeCombo;
backCombo = LoadBearingEquipment[pItem->ubClassIndex].lbeCombo;
//DBrot: changed to bitwise comparison
if((pSoldier->inv[CPACKPOCKPOS].exists() == true && backCombo != 0 && (backCombo & packCombo)) || pSoldier->inv[CPACKPOCKPOS].exists() == false)
{
if( PlaceObject( pSoldier, BPACKPOCKPOS, pObj, fNewItem ) )
{
pSoldier->flags.DropPackFlag = FALSE;
pSoldier->flags.ZipperFlag = FALSE;
RenderBackpackButtons(ACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */
if(pObj->exists() == false || fStackOrSingleSlot)
return( TRUE );
}
}
//}
}
break;
default:
break;
}
if (PlaceInAnySlot(pSoldier, pObj, (fNewItem == TRUE), bExcludeSlot, fStackOrSingleSlot) == true)
return TRUE;
return( FALSE );
}
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
{
// 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
{
//*pObj = pSoldier->inv[bPos];
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->flags.uiStatusFlags & SOLDIER_PC ) // redundant but what the hey
{
if ( KeyTable[ (*pObj)[0]->data.key.ubKeyID ].usDateFound == 0 )
{
KeyTable[ (*pObj)[0]->data.key.ubKeyID ].usDateFound = (UINT16) GetWorldDay();
KeyTable[ (*pObj)[0]->data.key.ubKeyID ].usSectorFound = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
}
}
// check if we are going to far
if ( ( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber + pObj->ubNumberOfObjects ) > ItemSlotLimit(pObj, STACK_SIZE_LIMIT) )
{
// only take what we can
ubNumberNotAdded = pObj->ubNumberOfObjects - ( ItemSlotLimit(pObj, STACK_SIZE_LIMIT) - pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber );
// set to max
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = ItemSlotLimit(pObj, STACK_SIZE_LIMIT);
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = (*pObj)[0]->data.key.ubKeyID;
}
// return number used
return( pObj->ubNumberOfObjects - ubNumberNotAdded );
}
else
{
// check
if( pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber == 0 )
{
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = (*pObj)[0]->data.key.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
// create temp object to hold keys currently in key ring slot
CreateKeyObject( &gTempObject, pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber, pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID );
pSoldier->pKeyRing[ bKeyRingPosition ].ubNumber = pObj->ubNumberOfObjects;
pSoldier->pKeyRing[ bKeyRingPosition ].ubKeyID = (*pObj)[0]->data.key.ubKeyID;
// swap params?
*pObj = gTempObject;
return( 1 );
}
BOOLEAN CreateKeyObject( OBJECTTYPE * pObj , UINT8 ubNumberOfKeys, UINT8 ubKeyID )
{
BOOLEAN fRet;
pObj->initialize();
//fRet = CreateItems( (UINT16) (FIRST_KEY + LockTable[ ubKeyID ].usKeyItem), 100, ubNumberOfKeys, pObj );
fRet = CreateItems( (UINT16) (KeyTable[LockTable[ ubKeyID ].usKeyItem].usItem), 100, ubNumberOfKeys, pObj );
if (fRet)
{
(*pObj)[0]->data.key.ubKeyID = ubKeyID;
}
//fRet = CreateItems( (UINT16)(ubKeyIdValue + FIRST_KEY) , 100, ubNumberOfKeys, pObj )
//return( );
return( fRet );
}
BOOLEAN AllocateObject( OBJECTTYPE **pObj )
{
// create a key object
*pObj = new OBJECTTYPE;
Assert( pObj );
return( TRUE );
}
BOOLEAN DeleteKeyObject( OBJECTTYPE * pObj )
{
if( pObj == FALSE )
{
return( FALSE );
}
// free up space
delete( pObj );
return( TRUE );
}
UINT16 TotalPoints( OBJECTTYPE * pObj )
{
UINT16 usPoints = 0;
UINT8 ubLoop;
for (ubLoop = 0; ubLoop < pObj->ubNumberOfObjects; ubLoop++)
{
usPoints += (*pObj)[ubLoop]->data.objectStatus;
}
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--)
{
// SANDRO - revisited this code, make the percentstatusdrainreduction count always
if( (usPoints * (max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction)))/100) < (*pObj)[bLoop]->data.objectStatus )
{
(*pObj)[bLoop]->data.objectStatus -= (INT8)(usPoints * (max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction) ) )/100);
// Flugente: campaign stats
if ( Item[pObj->usItem].foodtype || Item[pObj->usItem].canteen)
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_FOOD, (FLOAT)(usOriginalPoints * Item[pObj->usItem].ubWeight / 100.0) );
else if ( Item[pObj->usItem].medical || Item[pObj->usItem].drugtype)
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_MEDICAL, (FLOAT)(usOriginalPoints * Item[pObj->usItem].ubWeight / 100.0) );
else if ( Item[pObj->usItem].toolkit || HasItemFlag(pObj->usItem, CLEANING_KIT) )
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_REPAIR, (FLOAT)(usOriginalPoints * Item[pObj->usItem].ubWeight / 100.0) );
return( usOriginalPoints );
}
// Flugente: we no longer destroy canteens upon emtptying them - as we can now refill them
else if ( Item[pObj->usItem].canteen == TRUE )
{
// consume this kit totally
usPoints -= (((*pObj)[bLoop]->data.objectStatus - 1) / ((max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction))) /100));
(*pObj)[bLoop]->data.objectStatus = 1;
}
else
{
// consume this kit totally
usPoints -= (((*pObj)[bLoop]->data.objectStatus) / ((max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction))) /100));
(*pObj)[bLoop]->data.objectStatus = 0;
pObj->ubNumberOfObjects--;
}
/*
// SANDRO - heh, this is not very right solution.. in second case, the percentstatusdrainreduction should be taken into account too
if (Item[pObj->usItem].percentstatusdrainreduction > 0 && ((usPoints * (100 - Item[pObj->usItem].percentstatusdrainreduction))/100) < (*pObj)[bLoop]->data.objectStatus )
{
(*pObj)[bLoop]->data.objectStatus -= (INT8) ((usPoints * (100 - Item[pObj->usItem].percentstatusdrainreduction ) )/100);
return( usOriginalPoints );
}
else if (usPoints < (UINT16) (*pObj)[bLoop]->data.objectStatus)
{
(*pObj)[bLoop]->data.objectStatus -= (INT8) usPoints;
return( usOriginalPoints );
}
else
{
// consume this kit totally
usPoints -= (*pObj)[bLoop]->data.objectStatus;
(*pObj)[bLoop]->data.objectStatus = 0;
pObj->ubNumberOfObjects--;
}*/
}
// Flugente: campaign stats
if ( Item[pObj->usItem].foodtype || Item[pObj->usItem].canteen)
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_FOOD, (FLOAT)((usOriginalPoints - usPoints) * Item[pObj->usItem].ubWeight / 100.0) );
else if ( Item[pObj->usItem].medical || Item[pObj->usItem].drugtype)
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_MEDICAL, (FLOAT)((usOriginalPoints - usPoints) * Item[pObj->usItem].ubWeight / 100.0) );
else if ( Item[pObj->usItem].toolkit || HasItemFlag(pObj->usItem, CLEANING_KIT) )
gCampaignStats.AddConsumption(CAMPAIGN_CONSUMED_REPAIR, (FLOAT)((usOriginalPoints - usPoints) * Item[pObj->usItem].ubWeight / 100.0) );
// check if pocket/hand emptied..update inventory, then update panel
if( pObj->exists() == false )
{
// Delete object
DeleteObj( pObj );
// dirty interface panel
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
return( usOriginalPoints - usPoints );
}
#ifdef PATHAI_VISIBLE_DEBUG
extern BOOLEAN gfDrawPathPoints;
#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
#endif
UINT16 MagazineClassIndexToItemType(UINT16 usMagIndex)
{
// 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" ) );
// WANNE: Now ammo can be inserted anywhere in Items.xml (before only on index > 70 [FIRST_AMMO] (fix by Realist)
//for (usLoop = FIRST_AMMO; usLoop < MAXITEMS; usLoop++)
for ( UINT16 usLoop = 0; usLoop < gMAXITEMS_READ; ++usLoop )
{
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 )
{
// Flugente: forbid ammo with tracer effects to be used on singleshot-only guns (snipers wouldn't use ammo that marks their position, would they?)
if ( !pWeapon->ubShotsPerBurst && !pWeapon->bAutofireShotsPerFiveAP && AmmoTypes[ Magazine[usLoop].ubAmmoType ].tracerEffect )
{
// don't use this one...
usLoop++;
continue;
}
else
{
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, UINT16 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, UINT8 maxCoolness, INT8 bSoldierClass )
{
// 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)"));
// Flugente: if accessing with wrong soldier class, or not using different selection choices, take default one
if ( bSoldierClass >= SOLDIER_GUN_CHOICE_SELECTIONS || bSoldierClass < SOLDIER_CLASS_NONE || !gGameExternalOptions.fSoldierClassSpecificItemTables )
bSoldierClass = SOLDIER_CLASS_NONE;
WEAPONTYPE * pWeapon;
UINT16 usLoop;
UINT16 loopItem;
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 )
{
loopItem = MagazineClassIndexToItemType(usLoop);
if (Magazine[usLoop].ubCalibre == pWeapon->ubCalibre &&
Magazine[usLoop].ubMagSize == pWeapon->ubMagSize && ItemIsLegal(loopItem)
&& maxCoolness >= Item[loopItem].ubCoolness )
{
// 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[bSoldierClass][ENEMYAMMOTYPES].ubChoices > 0 )
{
for ( int i=0;i<gArmyItemChoices[bSoldierClass][ENEMYAMMOTYPES].ubChoices;i++ )
{
if ( gArmyItemChoices[bSoldierClass][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, UINT8 maxCoolness, INT8 bSoldierClass )
{
// 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"));
// Flugente: if accessing with wrong soldier class, or not using different selection choices, take default one
if ( bSoldierClass >= SOLDIER_GUN_CHOICE_SELECTIONS || bSoldierClass < SOLDIER_CLASS_NONE || !gGameExternalOptions.fSoldierClassSpecificItemTables )
bSoldierClass = SOLDIER_CLASS_NONE;
WEAPONTYPE * pWeapon;
UINT16 usLoop;
UINT16 loopItem;
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 )
{
loopItem = MagazineClassIndexToItemType(usLoop);
if (Magazine[usLoop].ubCalibre == pWeapon->ubCalibre &&
Magazine[usLoop].ubMagSize == GetMagSize(pGun) && ItemIsLegal(loopItem)
&& maxCoolness >= Item[loopItem].ubCoolness )
{
// 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[bSoldierClass][ENEMYAMMOTYPES].ubChoices > 0 )
{
for ( int i=0;i<gArmyItemChoices[bSoldierClass][ENEMYAMMOTYPES].ubChoices;i++ )
{
if ( gArmyItemChoices[bSoldierClass][ENEMYAMMOTYPES].bItemNo[i] == Magazine[usLoop].ubAmmoType )
{
// Flugente: forbid ammo with tracer effects to be used on singleshot-only guns (snipers wouldn't use ammo that marks their position, would they?)
if ( !pWeapon->ubShotsPerBurst && !pWeapon->bAutofireShotsPerFiveAP && AmmoTypes[ Magazine[usLoop].ubAmmoType ].tracerEffect )
{
// don't use this one...
continue;
}
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, INT16 bStatus, OBJECTTYPE * pObj )
{
UINT16 usAmmo;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateGun: usItem = %d",usItem));
Assert( pObj != NULL);
if ( pObj == NULL )
{
return( FALSE );
}
pObj->initialize();
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
//pObj->objectStack.resize(1);//not necessary due to init, here for code commenting
StackedObjectData* pStackedObject = (*pObj)[0];
pStackedObject->data.gun.bGunStatus = bStatus;
pStackedObject->data.ubImprintID = NO_PROFILE;
// Flugente: temperature on creation is 0
pStackedObject->data.bTemperature = 0.0f;
pStackedObject->data.sRepairThreshold = (200 + bStatus)/3; // arbitrary threshold
pStackedObject->data.bDirtLevel = 0.0f;
pStackedObject->data.sObjectFlag = 0;
if (Weapon[ usItem ].ubWeaponClass == MONSTERCLASS)
{
pStackedObject->data.gun.ubGunShotsLeft = GetMagSize(pObj);
pStackedObject->data.gun.ubGunAmmoType = AMMO_MONSTER;
pStackedObject->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER; // 0verhaul: Monsters don't have to reload!
}
else if ( EXPLOSIVE_GUN( usItem ) )
{
if ( Item[usItem].singleshotrocketlauncher )
{
pStackedObject->data.gun.ubGunShotsLeft = 1;
}
else
{
// cannon
pStackedObject->data.gun.ubGunShotsLeft = 0;
}
pStackedObject->data.gun.bGunAmmoStatus = 100;
pStackedObject->data.gun.ubGunAmmoType = 0;
}
else
{
usAmmo = DefaultMagazine( usItem );
//CHRISL: Why do we have an assert here when the very next condition says to return a FALSE if usAmmo is 0?
//Assert( usAmmo != 0 );
if (usAmmo == 0)
{
// item's calibre & mag size not found in magazine list!
return( FALSE );
}
else
{
pStackedObject->data.gun.usGunAmmoItem = usAmmo;
pStackedObject->data.gun.ubGunAmmoType = Magazine[ Item[ usAmmo ].ubClassIndex].ubAmmoType;
pStackedObject->data.gun.bGunAmmoStatus = 100;
pStackedObject->data.gun.ubGunShotsLeft = Magazine[ Item[ usAmmo ].ubClassIndex ].ubMagSize;
pStackedObject->data.gun.ubGunState |= GS_CARTRIDGE_IN_CHAMBER; // Madd: new guns should have cartridge in chamber
}
}
//WarmSteel - Init item slots.
if(UsingNewAttachmentSystem()==true)
InitItemAttachments(pObj);
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight( pObj );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateGun: Done"));
// succesful
return( TRUE );
}
BOOLEAN CreateAmmo( UINT16 usItem, OBJECTTYPE * pObj, UINT16 ubShotsLeft )
{
if (pObj == NULL)
{
return( FALSE );
}
pObj->initialize();
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
//pObj->objectStack.resize(1);//not necessary due to init, here for code commenting
//if (ubShotsLeft == 0) {
// (*pObj)[0]->data.ubShotsLeft = Magazine[ Item[usItem].ubClassIndex ].ubMagSize;
//}
//else {
(*pObj)[0]->data.ubShotsLeft = ubShotsLeft;
//}
//WarmSteel - Init attachment slots.
if(UsingNewAttachmentSystem()==true)
InitItemAttachments(pObj);
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight( pObj );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateAmmo: done"));
return( TRUE );
}
BOOLEAN CreateItem( UINT16 usItem, INT16 bStatus, OBJECTTYPE * pObj )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateItem: usItem = %d",usItem));
BOOLEAN fRet;
if ( usItem >= gMAXITEMS_READ )
{
DebugBreakpoint();
return( FALSE );
}
// Flugente: random items
UINT16 newitemfromrandom = 0;
if ( GetItemFromRandomItem(usItem, &newitemfromrandom) )
usItem = newitemfromrandom;
#ifdef JA2EDITOR
// Buggler: usItem == 0 is technically an item too, so need to run code to delete existing item in editor/merc inventory mode
#else //non-editor version
if(usItem == 0 || Item[usItem].randomitem > 0)//dnl ch79 291113 don't recreate random item from game as GetItemFromRandomItem obviously fail to create real item
{
DebugBreakpoint();
return(FALSE);
}
#endif
if (Item[ usItem ].usItemClass == IC_GUN)
{
fRet = CreateGun( usItem, bStatus, pObj );
}
else if (Item[ usItem ].usItemClass == IC_AMMO)
{
fRet = CreateAmmo( usItem, pObj, Magazine[Item[usItem].ubClassIndex].ubMagSize );
}
else
{
pObj->initialize();
pObj->usItem = usItem;
pObj->ubNumberOfObjects = 1;
//pObj->objectStack.resize(1);//not necessary due to init, here for code commenting
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)[0]->data.objectStatus = 100;
(*pObj)[0]->data.money.uiMoneyAmount = bStatus * 50;
}
else
{
(*pObj)[0]->data.objectStatus = bStatus;
}
// Flugente: the temperature variable determines the quality of the food, begin with being fresh
if ( Item[usItem].foodtype > 0 )
{
(*pObj)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
}
// Flugente: certain items get the maximum temperature when they are created
if ( HasItemFlag(usItem, POWER_PACK) )
{
(*pObj)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight( pObj );
fRet = TRUE;
//WarmSteel - Init attachment slots.
if(UsingNewAttachmentSystem()==true)
InitItemAttachments(pObj);
if (Item[ usItem ].usItemClass == IC_ARMOUR)
(*pObj)[0]->data.sRepairThreshold = (200 + bStatus)/3; // arbitrary threshold
else
(*pObj)[0]->data.sRepairThreshold = 100;
(*pObj)[0]->data.bDirtLevel = 0.0f;
}
if (fRet)
{
// if (Item[ usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE)
if (Item[ usItem ].defaultundroppable )
{
(*pObj).fFlags |= OBJECT_UNDROPPABLE;
}
#if 0//dnl ch74 201013 create default attachments rather at gun status instead of 100%
for(UINT8 cnt = 0; cnt < MAX_DEFAULT_ATTACHMENTS; cnt++){
if(Item [ usItem ].defaultattachments[cnt] == 0)
break;
//cannot use gTempObject
OBJECTTYPE defaultAttachment;
CreateItem(Item [ usItem ].defaultattachments[cnt],100,&defaultAttachment);
pObj->AttachObject(NULL,&defaultAttachment, FALSE);
}
#else
AttachDefaultAttachments(pObj);//dnl ch75 261013
#endif
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateItem: return %d",fRet));
return( fRet );
}
BOOLEAN CreateItems( UINT16 usItem, INT16 bStatus, UINT8 ubNumber, OBJECTTYPE * pObj )
{
BOOLEAN fOk;
fOk = CreateItem( usItem, bStatus, pObj );
if (fOk)
{
if (ubNumber > 1) {
//no need to recalc weight if just 1, CreateItem did that.
for (int x = 1; x < ubNumber; ++x) {
pObj->objectStack.push_back(pObj->objectStack.front());
}
pObj->ubNumberOfObjects = ubNumber;
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight(pObj);
}
return( TRUE );
}
return( FALSE );
}
BOOLEAN CreateMoney( UINT32 uiMoney, OBJECTTYPE * pObj )
{
BOOLEAN fOk;
fOk = CreateItem( MONEY, 100, pObj );
if (fOk)
{
(*pObj)[0]->data.money.uiMoneyAmount = uiMoney;
}
return( fOk );
}
BOOLEAN ArmBomb( OBJECTTYPE * pObj, INT8 bSetting )
{
BOOLEAN fRemote = FALSE;
BOOLEAN fPressure = FALSE;
BOOLEAN fTimed = FALSE;
BOOLEAN fSwitch = FALSE;
BOOLEAN fDefuse = FALSE; // bomb can be defused remotely
if ( HasAttachmentOfClass( pObj, AC_DEFUSE) )
{
fDefuse = TRUE;
}
if (pObj->usItem == ACTION_ITEM)
{
switch( (*pObj)[0]->data.misc.bActionValue )
{
case ACTION_ITEM_SMALL_PIT:
case ACTION_ITEM_LARGE_PIT:
fPressure = TRUE;
break;
default:
fRemote = TRUE;
break;
}
}
else if ( HasAttachmentOfClass( pObj, AC_DETONATOR ) )
{
fTimed = TRUE;
}
else if ( HasAttachmentOfClass( pObj, (AC_REMOTEDET | AC_DEFUSE) ) || (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 );
}
// Flugente: decide how to interpret the bSetting we just got.
// Due to limitations in the message system, we only receive a single value to interpret, as we currently can't have a message box return 2 values
// It might be possible to have proper checkboxes, but I'll rather not research this right now.
// The remote defuse complicates things, as you'll see:
//
// If we are placing a bomb or mine (so no tripwire), consider the following:
// a) if we have a timed detonator: time in turns until she blows': 1-4
// b) if we have a remote detonator: frequency on which the bomb will blow: 1-4
// c) if we have a timed detonator plus a remote defuse: time in turns until she blows plus frequency to defuse: 1-16
// d) if we have a remote detonator plus a remote defuse: frequency on which the bomb will blow plus frequency to defuse: 1-16
//
// I we are placing tripwire, consider this:
// e) if we place tripwire: the tripwire network plus the hierachy in that network: 1-16
//
// It is clear that we only have to reinterpret the values if a defuse is equiped, or we are placing tripwire
INT8 detonatesetting = bSetting;
INT8 defusesetting = bSetting;
if ( fDefuse && bSetting > 0 && bSetting < 17 ) // checks for safety
{
// the bSetting consists of the 4 * (detonation frequency - 1) + defuse frequency
detonatesetting = 1;
defusesetting = bSetting % 4;
if ( defusesetting == 0 )
defusesetting = 4;
INT8 tmp = bSetting - defusesetting; // now 0, 4, 8 or 12
if ( tmp > 0 ) ++detonatesetting;
if ( tmp > 4 ) ++detonatesetting;
if ( tmp > 8 ) ++detonatesetting; // defusesetting is now in 1-4
}
// tripwires
UINT32 ubWireNetworkFlag = 0;
if ( Item[pObj->usItem].tripwire == 1 && bSetting > 0 && bSetting < 17 ) // checks for safety
{
// we are placing it, so it's ours
ubWireNetworkFlag |= TRIPWIRE_NETWORK_OWNER_PLAYER;
// the bSetting consists of the network number + 4 * (network hierarchy - 1)
INT8 netnr = bSetting % 4;
INT8 hierarchytimesfour = bSetting - netnr;
if ( 1 == netnr )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_NET_1;
else if ( 2 == netnr )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_NET_2;
else if ( 3 == netnr )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_NET_3;
else
ubWireNetworkFlag |= TRIPWIRE_NETWORK_NET_4;
// sevenfm: fixed incorrect hierarchy calculation
if(netnr == 0)
hierarchytimesfour -= 4;
if ( 0 == hierarchytimesfour )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_LVL_1;
else if ( 4 == hierarchytimesfour )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_LVL_2;
else if ( 8 == hierarchytimesfour )
ubWireNetworkFlag |= TRIPWIRE_NETWORK_LVL_3;
else
ubWireNetworkFlag |= TRIPWIRE_NETWORK_LVL_4;
// TOOD: once tripwire can be placed in the editor, this has to be altered
}
if (fDefuse) // TODO: doesn't work this way if both a detonator and a remote defuse is attached...
{
(*pObj)[0]->data.misc.bDetonatorType = BOMB_REMOTE;
(*pObj)[0]->data.bDefuseFrequency = defusesetting;
}
if (fRemote)
{
(*pObj)[0]->data.misc.bDetonatorType = BOMB_REMOTE;
(*pObj)[0]->data.misc.bFrequency = detonatesetting;
}
else if (fPressure)
{
(*pObj)[0]->data.misc.bDetonatorType = BOMB_PRESSURE;
(*pObj)[0]->data.misc.bFrequency = 0;
(*pObj)[0]->data.ubWireNetworkFlag = ubWireNetworkFlag;
}
else if (fTimed)
{
(*pObj)[0]->data.misc.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)[0]->data.misc.bDelay = detonatesetting;
if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) )
{
(*pObj)[0]->data.misc.bDelay++;
}
}
else if (fSwitch)
{
(*pObj)[0]->data.misc.bDetonatorType = BOMB_SWITCH;
(*pObj)[0]->data.misc.bFrequency = detonatesetting;
}
else
{
return( FALSE );
}
// for safety, weird things happen
if ( (*pObj).fFlags & OBJECT_DISABLED_BOMB )
(*pObj).fFlags &= ~(OBJECT_DISABLED_BOMB);
(*pObj).fFlags |= OBJECT_ARMED_BOMB;
(*pObj).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED;
(*pObj)[0]->data.misc.usBombItem = pObj->usItem;
return( TRUE );
}
BOOLEAN OBJECTTYPE::RemoveAttachment( OBJECTTYPE* pAttachment, OBJECTTYPE * pNewObj, UINT8 subObject, SOLDIERTYPE * pSoldier, BOOLEAN fForceInseperable, BOOLEAN fRemoveProhibited )
{
BOOLEAN objDeleted = FALSE;
std::vector<UINT16> usAttachmentSlotIndexVector;
std::vector<UINT16> usRemAttachmentSlotIndexVector;
UINT16 oldMagSize = 0;
OBJECTTYPE removedAttachment; // Madd: added to fix global attachment removal breaking attachments with their own attachments
if ( pAttachment->exists() == false || this->exists() == false)
{
return( FALSE );
}
//Sometimes we have to force inseparable items off, sadly.
if ( Item[ pAttachment->usItem ].inseparable && !fForceInseperable )
{
return( FALSE );
}
//CHRISL: This is so we can try to determine if the removed attachment altered our mag size.
if(Item[this->usItem].usItemClass == IC_GUN)
oldMagSize = GetMagSize(this);
//CHRISL: I know this FOR loop is basically redundant to what the remove() function already does, but
// this setup includes a failsafe. Now we'll only copy the attachment to our cursor (pNewObj) if
// iter and pAttachment are the same. This should stop attachment duplication though it doesn't resolve
// the initial cause of the attachment duplication issue.
//First look for attachment with the exact same memory adress.
//This is so that you can click to remove an attachment and it will take off THAT attachment and not the first one that just "looks" like it.
for (std::list<OBJECTTYPE>::iterator iter = (*this)[subObject]->attachments.begin();
iter != (*this)[subObject]->attachments.end(); ++iter){
//Compare the adress
if(&(*iter) == pAttachment)
{
removedAttachment = *pAttachment;
iter = (*this)[subObject]->RemoveAttachmentAtIter(iter);
pAttachment = NULL;
objDeleted = TRUE;
break;
}
}
//It is possible that the previous loop did not find the EXACT attachment we wanted to delete, look if there is one that is at least equal in data.
if(!objDeleted){
for (std::list<OBJECTTYPE>::iterator iter = (*this)[subObject]->attachments.begin();
iter != (*this)[subObject]->attachments.end(); ++iter){
//This compares the internal data of the objects.
if(*iter == *pAttachment)
{
removedAttachment = *pAttachment;
iter = (*this)[subObject]->RemoveAttachmentAtIter(iter);
pAttachment = NULL;
objDeleted = TRUE;
break;
}
}
}
if(!objDeleted)
return( FALSE );
//After removing an attachment, the ammo capacity might have changed.
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[subObject]->data.gun.usGunAmmoItem != NONE && (*this)[subObject]->data.gun.ubGunShotsLeft > 0 && oldMagSize != GetMagSize(this, subObject) )
{
if ( (*this)[subObject]->data.gun.ubGunShotsLeft > GetMagSize(this, subObject) )
{ //Too many rounds, eject ammo
EjectAmmoAndPlace(pSoldier, this, subObject);
}
//CHRISL: We should update the usGunAmmoItem if we've changed the ammo capacity
if((*this)[subObject]->data.gun.usGunAmmoItem != NONE){
UINT16 usNewAmmoItem;
usNewAmmoItem = FindReplacementMagazine(Weapon[this->usItem].ubCalibre ,GetMagSize(this, subObject),Magazine[Item[(*this)[subObject]->data.gun.usGunAmmoItem].ubClassIndex].ubAmmoType);
(*this)[subObject]->data.gun.usGunAmmoItem = usNewAmmoItem;
}
}
if (pSoldier != NULL)
{
// if in attached weapon mode and don't have weapon with GL attached in hand, reset weapon mode
if ( ( (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO ) && !IsGrenadeLauncherAttached( &(pSoldier->inv[ HANDPOS ] ) ) ) ||
( (pSoldier->bWeaponMode == WM_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO ) && !IsWeaponAttached( &(pSoldier->inv[ HANDPOS ]), IC_GUN ) ) ||
( (pSoldier->bWeaponMode == WM_ATTACHED_BAYONET ) && !IsWeaponAttached( &(pSoldier->inv[ HANDPOS ]), IC_BLADE ) ) )
{
if ( !Weapon[pSoldier->inv[ HANDPOS ].usItem].NoSemiAuto )
{
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoBurst = FALSE;
pSoldier->bDoAutofire = 0;
}
else
{
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoBurst = TRUE;
pSoldier->bDoAutofire = 1;
}
if ( Item[pSoldier->inv[ HANDPOS ].usItem].twohanded && Weapon[pSoldier->inv[ HANDPOS ].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
else
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
}
if(Item[this->usItem].usItemClass == IC_GUN && oldMagSize != GetMagSize(this, subObject)){
fInterfacePanelDirty = DIRTYLEVEL2;
RenderBulletIcon(this, subObject);
}
//CHRISL: We need to know if the removed attachment could have altered the base items potential attachments
BOOLEAN removeAttachments = TRUE, cleanAttachments = FALSE;
INT8 loopCount = 0;
while(removeAttachments){
usRemAttachmentSlotIndexVector = GetItemSlots(&removedAttachment);
if(usRemAttachmentSlotIndexVector.empty()){
removeAttachments = FALSE;
} else {
cleanAttachments = TRUE;
usAttachmentSlotIndexVector = GetItemSlots(this, subObject);
for(attachmentList::iterator iter = (*this)[subObject]->attachments.begin(); iter != (*this)[subObject]->attachments.end(); ++iter){
removeAttachments = FALSE;
if(iter->exists()){
if(!ValidItemAttachment(this, iter->usItem, FALSE, FALSE, subObject, usAttachmentSlotIndexVector))
{ //attachment is no longer valid
removeAttachments = TRUE;
OBJECTTYPE remObj;
remObj = *iter;
if(ValidItemAttachment(&removedAttachment, iter->usItem, FALSE, FALSE, 0, usRemAttachmentSlotIndexVector)){
removedAttachment[0]->attachments.push_back((*iter));
iter = (*this)[subObject]->RemoveAttachmentAtIter(iter);
continue;
}
if(loopCount > 5){ //try moving attachments to the removed attachment 5 times before we drop anything
if ( pSoldier && AutoPlaceObject( pSoldier, &remObj, FALSE ) )
{
iter = (*this)[subObject]->RemoveAttachmentAtIter(iter);
} else { // put it on the ground
INT8 pathing = (pSoldier?pSoldier->pathing.bLevel:0);
INT32 sGridNo = (pSoldier?pSoldier->sGridNo:0);
if( AutoPlaceObjectToWorld(pSoldier, &remObj) )
iter = (*this)[subObject]->RemoveAttachmentAtIter(iter);
}
}
}
}
}
}
loopCount++;
}
if(cleanAttachments){
RemoveProhibitedAttachments(pSoldier, &removedAttachment, removedAttachment.usItem);
RemoveProhibitedAttachments(pSoldier, this, this->usItem);
}
if(pNewObj != NULL)
*pNewObj = removedAttachment;
// Why is this here? By now, the object, pAttachment had been pointing to, has already been deconstructed via RemoveAttachmentAtIter.
// (Commenting out the following two lines)
//if(pAttachment->exists() && (pAttachment->usItem == 0 || pAttachment->usItem == removedAttachment.usItem ))
// *pAttachment = removedAttachment;
if (pNewObj->exists() && Item[pNewObj->usItem].grenadelauncher )//UNDER_GLAUNCHER)
{
// look for any grenade; if it exists, we must make it an
// attachment of the grenade launcher
OBJECTTYPE* pGrenade = FindAttachmentByClass( this, IC_GRENADE );
if (pGrenade->exists())
{
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pNewObj->ubWeight = CalculateObjectWeight( pNewObj );
// we might have to do it in this order, because if we attach first,
// the object is pretty much gone and RemoveAttachment won't work (returns right away)
OBJECTTYPE tmp;
this->RemoveAttachment(pGrenade, &tmp, 0, NULL, 1, 0);
pNewObj->AttachObject(NULL, &tmp, FALSE, 0, -1, 0);
}
}
//Removing an attachment can alter slots, check them.
if(UsingNewAttachmentSystem()==true && fRemoveProhibited){
RemoveProhibitedAttachments(pSoldier, this, this->usItem);
}
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//this->ubWeight = CalculateObjectWeight( this );
return( TRUE );
}
void SetNewItem( SOLDIERTYPE *pSoldier, UINT8 ubInvPos, BOOLEAN fNewItem )
{
if( fNewItem )
{
pSoldier->inv.bNewItemCount[ ubInvPos ] = -1;
pSoldier->inv.bNewItemCycleCount[ ubInvPos ] = NEW_ITEM_CYCLE_COUNT;
pSoldier->flags.fCheckForNewlyAddedItems = TRUE;
}
}
BOOLEAN PlaceObjectInSoldierProfile( UINT8 ubProfile, OBJECTTYPE *pObject )
{
INT8 bLoop;
SOLDIERTYPE *pSoldier;
UINT16 usItem;
INT16 bStatus;
BOOLEAN fReturnVal = FALSE;
usItem = pObject->usItem;
Assert(pObject->ubNumberOfObjects == 1);
bStatus = (*pObject)[0]->data.objectStatus;
pSoldier = FindSoldierByProfileID( ubProfile, FALSE );
if ( Item[ usItem ].usItemClass == IC_MONEY && gMercProfiles[ ubProfile ].uiMoney > 0 )
{
gMercProfiles[ ubProfile ].uiMoney += (*pObject)[0]->data.money.uiMoneyAmount;
SetMoneyInSoldierProfile( ubProfile, gMercProfiles[ ubProfile ].uiMoney );
return( TRUE );
}
// CHRISL:
for (bLoop = BIGPOCKSTART; bLoop < NUM_INV_SLOTS; bLoop++)
{
if ( gMercProfiles[ ubProfile ].bInvNumber[ bLoop ] == 0 && (pSoldier == NULL || pSoldier->inv[ bLoop ].exists() == false ) )
{
// CJC: Deal with money by putting money into # stored in profile
if ( Item[ usItem ].usItemClass == IC_MONEY )
{
gMercProfiles[ ubProfile ].uiMoney += (*pObject)[0]->data.money.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 ammo and drop
pSoldier->pTempObject = new OBJECTTYPE;
EmptyWeaponMagazine( pObject, pSoldier->pTempObject );
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, 0, 0, 0 );
pSoldier->pTempObject = NULL;
// remove attachments and drop them
for (attachmentList::iterator iter = (*pObject)[0]->attachments.begin(); iter != (*pObject)[0]->attachments.end();) {
//CHRISL: Because MADLAB needs to remove all attachments, even inseparable ones, we need to temporarily
// make all attachments removable.
if(!iter->exists()){
++iter;
continue;
}
BOOLEAN old_inseparable = FALSE;
UINT32 old_item = iter->usItem;
// drop it in Madlab's tile
AddItemToPool( pSoldier->sGridNo, &(*iter), 1, 0, 0, 0 );
old_inseparable = Item[old_item].inseparable;
Item[old_item].inseparable = FALSE;
pObject->RemoveAttachment(&(*iter));
Item[old_item].inseparable = old_inseparable;
if ((*pObject)[0]->AttachmentListSize() == 0) {
break;
}
else{
iter = (*pObject)[0]->attachments.begin();
}
}
}
CreateItem( usItem, bStatus, &(pSoldier->inv[ bLoop ] ) );
}
}
}
return( fReturnVal );
}
BOOLEAN RemoveObjectFromSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
SOLDIERTYPE *pSoldier;
BOOLEAN fReturnVal = FALSE;
if ( usItem == NOTHING )
{
return( TRUE );
}
MERCPROFILESTRUCT* pProfile = &gMercProfiles[ ubProfile ];
UINT8 invsize = pProfile->inv.size();
for (UINT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pProfile->inv[ bLoop ] == usItem )
{
pProfile->inv[ bLoop ] = NOTHING;
pProfile->bInvStatus[ bLoop ] = 0;
pProfile->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 )
{
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, &gTempObject );
PlaceObjectInSoldierProfile( ubProfile, &gTempObject );
}
}
INT8 FindObjectInSoldierProfile( UINT8 ubProfile, UINT16 usItem )
{
MERCPROFILESTRUCT* pProfile = &gMercProfiles[ ubProfile ];
INT8 invsize = (INT8)pProfile->inv.size();
for (INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if ( pProfile->bInvNumber[ bLoop ] > 0 )
{
if ( pProfile->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!
DeleteObj(&pSoldier->inv[ bInvPos ]);
//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, INT16 bStatus, INT16 bDamage, BOOLEAN fOnGround )
BOOLEAN CheckForChainReaction( OBJECTTYPE * pObj , INT16 bStatus, INT16 bDamage, BOOLEAN fOnGround )
{
INT32 iChance;
UINT16 usItem;
if(pObj == NULL)
return FALSE;
usItem = pObj->usItem;
// sevenfm: if ALLOW_EXPLOSIVE_ATTACHMENTS = TRUE calculate total average volatility of (item + explosive attachments)
if(gGameExternalOptions.bAllowExplosiveAttachments && pObj)
iChance = CalcTotalVolatility( pObj );
else
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;
}
// SANDRO - experimental - increased chance to chain reactions of carried explosives a bit
else
{
iChance = 3 + (iChance - 1) * 3;
}
iChance = iChance * ( 100 + ( (100 - bStatus) + bDamage ) / 2 ) / 100;
if ((INT32) PreRandom( 100 ) < iChance)
{
return( TRUE );
}
}
return( FALSE );
}
// this checks specifically for action items which are just the trigger for the real item, for example a mine
BOOLEAN CheckForChainReactionActionItem( OBJECTTYPE * pObj, INT16 bDamage)
{
INT32 iChance;
UINT16 usItem;
// we shouldn't be here
if(pObj == NULL || !( pObj->usItem == ACTION_ITEM && Item[ (*pObj)[0]->data.misc.usBombItem ].usItemClass & IC_EXPLOSV ) )
return FALSE;
usItem = (*pObj)[0]->data.misc.usBombItem;
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!
iChance = 50 + (iChance - 1) * 10;
iChance = iChance * ( 100 + ( (100 - (*pObj)[0]->data.objectStatus) + bDamage ) / 2 ) / 100;
if ((INT32) PreRandom( 100 ) < iChance)
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN DamageItem( OBJECTTYPE * pObject, INT32 iDamage, BOOLEAN fOnGround, INT32 sGridNo = -1, INT8 bLevel = 0 )
{
INT8 bLoop;
INT16 bDamage;
if ( pObject->exists() && (Item[pObject->usItem].damageable || Item[ pObject->usItem ].usItemClass == IC_AMMO) )
{
for (bLoop = 0; bLoop < pObject->ubNumberOfObjects; bLoop++)
{
bool removed = false;
// if the status of the item is negative then it's trapped/jammed;
// leave it alone
if (pObject->exists() == true && (*pObject)[bLoop]->data.objectStatus > 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)[bLoop]->data.objectStatus;
}
break;
default:
break;
}
if ( Item[ pObject->usItem ].usItemClass == IC_AMMO )
{
if ( PreRandom( 100 ) < (UINT32) bDamage )
{
// destroy clip completely
(*pObject)[bLoop]->data.objectStatus = 1;
}
}
else
{
(*pObject)[bLoop]->data.sRepairThreshold = max(1, (*pObject)[bLoop]->data.sRepairThreshold - bDamage/3);
(*pObject)[bLoop]->data.objectStatus -= bDamage;
if ((*pObject)[bLoop]->data.objectStatus < 1)
{
(*pObject)[bLoop]->data.objectStatus = 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, (*pObject)[bLoop]->data.objectStatus, bDamage, fOnGround ))
{
return( TRUE );
}
}
// remove item from index AFTER checking explosions because need item data for explosion!
if ( (*pObject)[bLoop]->data.objectStatus == 1 )
{
if ( pObject->ubNumberOfObjects > 1 )
{
removed = true;
pObject->RemoveObjectAtIndex( 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;
}
}
}
if (removed == false) {
for (attachmentList::iterator iter = (*pObject)[bLoop]->attachments.begin(); iter != (*pObject)[bLoop]->attachments.end();) {
DamageItem(&(*iter), iDamage, fOnGround);
//could have removed the object at iter
if (iter->exists() == true) {
++iter;
}
else {
iter = (*pObject)[bLoop]->RemoveAttachmentAtIter(iter);
if(UsingNewAttachmentSystem()==true)
++iter;
}
}
}
}
}
// silversurfer: Action item bombs can now be blown up as well. Happy mine field clearing! ;)
else if ( pObject->exists() && ( pObject->usItem == ACTION_ITEM && (*pObject)[0]->data.misc.bActionValue == ACTION_ITEM_BLOW_UP ))
{
bDamage = CheckItemForDamage( (*pObject)[0]->data.misc.usBombItem, iDamage );
if ( CheckForChainReactionActionItem( pObject, bDamage) )
{
UINT32 uiTimeStamp= GetJA2Clock();
for (UINT32 uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if ( gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].ubLevel == bLevel )
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
}
}
}
return( FALSE );
}
void CheckEquipmentForDamage( SOLDIERTYPE *pSoldier, INT32 iDamage )
{
BOOLEAN fBlowsUp;
UINT8 ubNumberOfObjects;
if ( TANK( pSoldier ) )
{
return;
}
UINT8 invsize = pSoldier->inv.size();
for (UINT8 bSlot = 0; bSlot < invsize; ++bSlot)
{
if (pSoldier->inv[bSlot].exists() == false) {
continue;
}
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->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
else
{
IgniteExplosion( pSoldier->ubID, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, pSoldier->inv[ bSlot ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ bSlot ] );
}
//ADB when something in a stack blows up the whole stack goes, so no need to worry about number of items
// 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
UINT8 ubNumberOfObjects;
BOOLEAN fPlayedGlassBreak = FALSE;
UINT8 invsize = pSoldier->inv.size();
for (UINT8 bSlot = 0; bSlot < invsize; ++bSlot)
{
if (pSoldier->inv[bSlot].exists() == false) {
continue;
}
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, INT32 sGridNo, INT8 bLevel, INT32 iDamage, UINT8 ubOwner )
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"DamageItemOnGround ( usItem : %i , sGridNo : %i , bLevel : %i , iDamage : %i , ubOwner : %i )\n",pObject->usItem, sGridNo , bLevel , iDamage , ubOwner );
MPDebugMsg(tmpMPDbgString);
#endif
BOOLEAN fBlowsUp;
fBlowsUp = DamageItem( pObject, iDamage, TRUE, sGridNo, bLevel );
if ( fBlowsUp )
{
// OK, Ignite this explosion!
IgniteExplosion( ubOwner, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObject->usItem, bLevel, DIRECTION_IRRELEVANT, pObject );
// SANDRO - merc records
if ( (pObject->fFlags & OBJECT_ARMED_BOMB) && ((*pObject)[0]->data.misc.ubBombOwner > 1) )
{
if ( MercPtrs[ ((*pObject)[0]->data.misc.ubBombOwner - 2) ]->ubProfile != NO_PROFILE && MercPtrs[ ((*pObject)[0]->data.misc.ubBombOwner - 2) ]->bTeam == gbPlayerNum )
gMercProfiles[ MercPtrs[ ((*pObject)[0]->data.misc.ubBombOwner - 2) ]->ubProfile ].records.usExpDetonated++;
}
// Remove item!
return( TRUE );
}
else if ( pObject->exists() == true && (pObject->ubNumberOfObjects < 2) && ((*pObject)[0]->data.objectStatus < 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 && pObject->exists() == true)
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].exists() == false || pSoldier->inv[SECONDHANDPOS].exists() == false)
{
// whatever is in the second hand can be swapped to the main hand!
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
else
{
if (TwoHandedItem( pSoldier->inv[SECONDHANDPOS].usItem ) )
{
// must move the item in the main hand elsewhere in the inventory
fOk = AutoPlaceObject( pSoldier, &(pSoldier->inv[HANDPOS]), FALSE, HANDPOS );
if (!fOk)
{
return;
}
// the main hand is now empty so a swap is going to work...
}
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
// Flugente: we have to recheck our flashlights
pSoldier->HandleFlashLights();
}
void SwapOutHandItem( SOLDIERTYPE * pSoldier )
{
BOOLEAN fOk;
CHECKV( pSoldier );
// puts away the item in the main hand
if (pSoldier->inv[HANDPOS].exists() == true )
{
if (pSoldier->inv[SECONDHANDPOS].exists() == false)
{
// just swap the hand item to the second hand
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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!
}
}
// Flugente: we have to recheck our flashlights
pSoldier->HandleFlashLights();
}
void WaterDamage( SOLDIERTYPE *pSoldier )
{
// damage guy's equipment and camouflage due to water
INT8 bLoop, bDamage, bDieSize;
UINT32 uiRoll;
if ( pSoldier->MercInDeepWater( ) )
{
INT8 invsize = (INT8) pSoldier->inv.size();
for ( bLoop = 0; bLoop < invsize; ++bLoop )
{
if (pSoldier->inv[bLoop].exists() == false) {
continue;
}
// 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][0]->data.objectStatus -= bDamage;
if (pSoldier->inv[bLoop][0]->data.objectStatus < 1)
{
pSoldier->inv[bLoop][0]->data.objectStatus = 1;
}
if ( Random(100) < Item[pSoldier->inv[ bLoop ].usItem].usDamageChance )
{
pSoldier->inv[bLoop][0]->data.sRepairThreshold = max(1, pSoldier->inv[bLoop][0]->data.sRepairThreshold - 1);
}
}
}
}
}
BOOLEAN camoWoreOff = FALSE;
/////////////////////////////////////////////////////////////////////////////////////
// ADDED BY SANDRO - Ranger trait makes camouflage reduction lesser
// I've messed this part a little to be more clean, the different camouflaged traits have been merged into one
if ( gGameOptions.fNewTraitSystem)
{
// silversurfer: We only allow painting the face and hands now so in medium water camo shouldn't wear off anymore.
// reduce camouflage by 1% //2% per tile of deep water
// and 0% //1% for medium water
if ( pSoldier->bCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
}
if ( pSoldier->bCamo <= 0 )
{
pSoldier->bCamo = 0;
camoWoreOff = TRUE;
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->urbanCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
}
if ( pSoldier->urbanCamo <= 0 )
{
pSoldier->urbanCamo = 0;
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->desertCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
//else
// pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1);
}
if ( pSoldier->desertCamo <= 0 )
{
pSoldier->desertCamo = 0;
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->snowCamo > 0 )
{
if ( HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo -= (Chance( __max( 0, 100 - gSkillTraitValues.ubSVCamoWornountSpeedReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT ) ) ) ? 1 : 0);
}
else
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
}
if ( pSoldier->snowCamo <= 0 )
{
pSoldier->snowCamo = 0;
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->GetName() );
}
}
}
else if ( !HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_OT ) ) // Old Camouflaged trait
{
// reduce camouflage by 2% per tile of deep water
// and 1% for medium water
if ( pSoldier->bCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->bCamo = __max( 0, pSoldier->bCamo - 1 ); // 2
if ( (pSoldier->bCamo)== 0)
{
camoWoreOff = TRUE;
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_CAMMO_WASHED_OFF], pSoldier->GetName() );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_JUNGLE_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->urbanCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->urbanCamo = __max( 0, pSoldier->urbanCamo - 1); // 2
if ( (pSoldier->urbanCamo)== 0)
{
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_URBAN_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->desertCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->desertCamo = __max( 0, pSoldier->desertCamo - 1); // 2
if ( (pSoldier->desertCamo)== 0)
{
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_DESERT_WASHED_OFF], pSoldier->GetName() );
}
}
if ( pSoldier->snowCamo > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
pSoldier->snowCamo = __max( 0, pSoldier->snowCamo - 1); // 2
if ( (pSoldier->snowCamo)== 0)
{
camoWoreOff = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_SNOW_WASHED_OFF], pSoldier->GetName() );
}
}
}
/////////////////////////////////////////////////////////////////////////////////////
if ( camoWoreOff )
{
// Reload palettes....
if ( pSoldier->bInSector )
{
pSoldier->CreateSoldierPalettes( );
}
}
if ( pSoldier->bTeam == gbPlayerNum && pSoldier->aiData.bMonsterSmell > 0 )
{
if ( pSoldier->MercInDeepWater( ) )
{
bDieSize = 10;
}
else
{
bDieSize = 20;
}
if ( Random( bDieSize ) == 0 )
{
pSoldier->aiData.bMonsterSmell--;
}
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
BOOLEAN ApplyCammo( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs, BOOLEAN fUseAPs )
{
// Added - SANDRO
INT8 bPointsToUse;
UINT16 usTotalKitPoints;
UINT16 iRemainingCamoAfterRemoving;
(*pfGoodAPs) = TRUE;
if (pObj->exists() == false)
return( FALSE );
//////////////////////////////////////////////////////////////////////////////
// added possibility to remove all camo by using a rag on self - SANDRO
if ( HasItemFlag(pObj->usItem, CAMO_REMOVAL) && gGameExternalOptions.fCamoRemoving)
{
if ( fUseAPs && !EnoughPoints( pSoldier, (APBPConstants[AP_CAMOFLAGE]/2), 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
// 100 should be enough. The third value "0" means we will remove all types of camo
ReduceCamoFromSoldier( pSoldier, 100, 0 );
// damage the rag :) - actually you would need to flag it damagable in the items.XML
DamageItem( pObj, 22, FALSE );
if ( fUseAPs )
DeductPoints( pSoldier, (APBPConstants[AP_CAMOFLAGE] / 2), 0 );
// Reload palettes....
if ( pSoldier->bInSector )
{
pSoldier->CreateSoldierPalettes( );
}
return( TRUE );
}
else if ( !Item[pObj->usItem].camouflagekit )
{
return( FALSE );
}
//////////////////////////////////////////////////////////////////////////////
if ( fUseAPs && !EnoughPoints( pSoldier, APBPConstants[AP_CAMOFLAGE], 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
//////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Added a feature to determine which type of camo we use //
// and procedure able to reduce different type of camo //
// ******************************************************************************************** //
if (gGameExternalOptions.fCamoRemoving)
{
int totalCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
// First, check if we have an item with major JUNGLE camobonus
if ( (Item[pObj->usItem].camobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].camobonus > Item[pObj->usItem].snowCamobonus) )
{
if ( pSoldier->bCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].camobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->bCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iJungleCamoAdded = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iJungleCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iJungleCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 1 ); // "1" - we want to keep the JUNGLE camo
// if some camo haven't been reduced from us, the camo to add will be lessened by that value
if (iRemainingCamoAfterRemoving > 0)
iJungleCamoAdded = max(0, (iJungleCamoAdded - iRemainingCamoAfterRemoving));
if (iJungleCamoAdded <= 0) // if we have nothing to add now, return
return( FALSE );
else // otherwise apply the camo
{
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + iJungleCamoAdded );
}
// update with amount that we really used
bPointsToUse = ( (FLOAT)iJungleCamoAdded / ( (FLOAT)Item[pObj->usItem].camobonus / 100.0 ) );
}
// Second, check if we have an item with major URBAN camobonus
else if ( (Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].desertCamobonus) &&
(Item[pObj->usItem].urbanCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if ( pSoldier->urbanCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].urbanCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->urbanCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iUrbanCamoAdded = (int)(Item[pObj->usItem].urbanCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iUrbanCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iUrbanCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 2 ); // "2" - we want to keep the URBAN camo
// if some camo haven't been reduced from us, the camo to add will be lessened by that value
if (iRemainingCamoAfterRemoving > 0)
iUrbanCamoAdded = max(0, (iUrbanCamoAdded - iRemainingCamoAfterRemoving));
if (iUrbanCamoAdded <= 0) // if we have nothing to add now, return
return( FALSE );
else // otherwise apply the camo
{
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + iUrbanCamoAdded );
}
// update with amount that we really used
bPointsToUse = ( (FLOAT)iUrbanCamoAdded / ( (FLOAT)Item[pObj->usItem].urbanCamobonus / 100.0 ) );
}
// Third, check if we have an item with major DESERT camobonus
else if ( (Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].desertCamobonus > Item[pObj->usItem].snowCamobonus) )
{
if ( pSoldier->desertCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].desertCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->desertCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iDesertCamoAdded = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iDesertCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iDesertCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 3 ); // "3" - we want to keep the DESERT camo
// if some camo haven't been reduced from us, the camo to add will be lessened by that value
if (iRemainingCamoAfterRemoving > 0)
iDesertCamoAdded = max(0, (iDesertCamoAdded - iRemainingCamoAfterRemoving));
if (iDesertCamoAdded <= 0) // if we have nothing to add now, return
return( FALSE );
else // otherwise apply the camo
{
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + iDesertCamoAdded );
}
// update with amount that we really used
bPointsToUse = ( (FLOAT)iDesertCamoAdded / ( (FLOAT)Item[pObj->usItem].desertCamobonus / 100.0 ) );
}
// Fourth, check if we have an item with major SNOW camobonus
else if ( (Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].camobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].urbanCamobonus) &&
(Item[pObj->usItem].snowCamobonus > Item[pObj->usItem].desertCamobonus) )
{
if ( pSoldier->snowCamo >= gGameExternalOptions.bCamoKitArea || Item[pObj->usItem].snowCamobonus == 0 )
return( FALSE );
// determine how much we can add
bPointsToUse = __max( 0, ( gGameExternalOptions.bCamoKitArea - pSoldier->snowCamo ) );
// check how much of the kit we need for that
bPointsToUse = ( (FLOAT)bPointsToUse / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
// limit to what we have in the kit
bPointsToUse = __min( bPointsToUse, usTotalKitPoints );
// determine how much we will add
int iSnowCamoAdded = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
// if we have already too much different camo on ourselves, reduce some or all
if ( (totalCamo + iSnowCamoAdded) > gGameExternalOptions.bCamoKitArea )
{
// first, determine how much we actually want to remove
int iCamoToRemove = (totalCamo + iSnowCamoAdded) - gGameExternalOptions.bCamoKitArea;
// reduce camo.. IMPORTANT - third value is type of camo to skip (0=skip-none, 1=jungle, 2=urban, 3=desert,4=snow)
iRemainingCamoAfterRemoving = ReduceCamoFromSoldier( pSoldier, iCamoToRemove, 4 ); // "4" - we want to keep the SNOW camo
// if some camo haven't been reduced from us, the camo to add will be lessened by that value
if (iRemainingCamoAfterRemoving > 0)
iSnowCamoAdded = max(0, (iSnowCamoAdded - iRemainingCamoAfterRemoving));
if (iSnowCamoAdded <= 0) // if we have nothing to add now, return
return( FALSE );
else // otherwise apply the camo
{
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
}
else // everything's fine, apply!!
{
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + iSnowCamoAdded );
}
// update with amount that we really used
bPointsToUse = ( (FLOAT)iSnowCamoAdded / ( (FLOAT)Item[pObj->usItem].snowCamobonus / 100.0 ) );
}
else // the item has no major camo, return
return( FALSE );
// ****************************************************************************************** //
////////////////////////////////////////////////////////////////////////////////////////////////
}
else
{
//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;
int iKitCamo = pSoldier->bCamo + pSoldier->urbanCamo + pSoldier->desertCamo + pSoldier->snowCamo;
if ( iKitCamo >= gGameExternalOptions.bCamoKitArea )
{
// nothing more to add
return( FALSE );
}
bPointsToUse = (gGameExternalOptions.bCamoKitArea - iKitCamo);
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 * bPointsToUse / 100 );
int jungle = (int)(Item[pObj->usItem].camobonus * bPointsToUse / 100 );
int desert = (int)(Item[pObj->usItem].desertCamobonus * bPointsToUse / 100 );
int snow = (int)(Item[pObj->usItem].snowCamobonus * bPointsToUse / 100 );
pSoldier->bCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->bCamo + jungle );
pSoldier->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->urbanCamo + urban );
pSoldier->desertCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->desertCamo + desert );
pSoldier->snowCamo = __min( gGameExternalOptions.bCamoKitArea, pSoldier->snowCamo + snow );
}
UseKitPoints( pObj, bPointsToUse, pSoldier );
if ( fUseAPs )
DeductPoints( pSoldier, APBPConstants[AP_CAMOFLAGE], 0 );
// Reload palettes....
if ( pSoldier->bInSector )
{
pSoldier->CreateSoldierPalettes( );
}
return( TRUE );
}
// Flugente: apply clothes, and eventually disguise
BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN fUseAPs )
{
// this will only work with the new trait system
if (!gGameOptions.fNewTraitSystem)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ERROR_OLDTRAITS] );
return FALSE;
}
if ( !pSoldier || pObj->exists() == false )
return( FALSE );
UINT8 skilllevel = NUM_SKILL_TRAITS( pSoldier, COVERT_NT );
INT16 apcost = (APBPConstants[AP_DISGUISE] * ( 100 - gSkillTraitValues.sCODisguiseAPReduction * skilllevel))/100;
if ( fUseAPs && !EnoughPoints( pSoldier, apcost, 0, TRUE ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NOT_ENOUGH_APS] );
return( FALSE );
}
// determine clothes type
UINT32 clothestype = Item[pObj->usItem].clothestype;
// if not a clothes item, nothing to see here
if ( clothestype == 0 || clothestype > CLOTHES_MAX )
{
// silversurfer: This produces an annoying message whenever any invalid item is used on the char so I removed it.
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_UNIFORM_FOUND] );
return( FALSE);
}
UINT8 filler = 0;
// if it has a vest, wear it
bool newvest = FALSE;
if ( GetPaletteRepIndexFromID(Clothes[clothestype].vest, &filler) )
newvest = TRUE;
// if it has pants, wear them
bool newpants = FALSE;
if ( GetPaletteRepIndexFromID(Clothes[clothestype].pants, &filler) )
newpants = TRUE;
if ( newvest || newpants )
{
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE )
{
if ( newvest )
{
// if we are already wearing a vest, give us back that item
if ( pSoldier->usSoldierFlagMask & SOLDIER_NEW_VEST )
{
UINT16 vestitem = 0;
if ( GetFirstClothesItemWithSpecificData(&vestitem, pSoldier->VestPal, "blank") )
{
CreateItem( vestitem, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
}
SET_PALETTEREP_ID( pSoldier->VestPal, Clothes[clothestype].vest );
pSoldier->usSoldierFlagMask |= SOLDIER_NEW_VEST;
// this vest is not damaged, so remove the damaged vest flag
pSoldier->usSoldierFlagMask &= ~SOLDIER_DAMAGED_VEST;
}
if ( newpants )
{
// if we are already wearing a vest, give us back that item
if ( pSoldier->usSoldierFlagMask & SOLDIER_NEW_PANTS )
{
UINT16 pantsitem = 0;
if ( GetFirstClothesItemWithSpecificData(&pantsitem, "blank", pSoldier->PantsPal) )
{
CreateItem( pantsitem, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, 0, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
}
SET_PALETTEREP_ID( pSoldier->PantsPal, Clothes[clothestype].pants );
pSoldier->usSoldierFlagMask |= SOLDIER_NEW_PANTS;
// these pants are not damaged, so remove the damaged pants flag
pSoldier->usSoldierFlagMask &= ~SOLDIER_DAMAGED_PANTS;
}
// Use palette from HVOBJECT, then use substitution for pants, etc
memcpy( pSoldier->p8BPPPalette, gAnimSurfaceDatabase[ usPaletteAnimSurface ].hVideoObject->pPaletteEntry, sizeof( pSoldier->p8BPPPalette ) * 256 );
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->HeadPal );
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->VestPal );
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->PantsPal );
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->SkinPal );
pSoldier->CreateSoldierPalettes();
UseKitPoints( pObj, 100, pSoldier );
if ( fUseAPs )
DeductPoints( pSoldier, apcost, 0 );
}
if ( pSoldier->usSoldierFlagMask & SOLDIER_NEW_VEST && pSoldier->usSoldierFlagMask & SOLDIER_NEW_PANTS )
{
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
pSoldier->usSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
// we can onyl dsiguise sucessfully if we are not seen
INT8 bCover = MAX_COVER;
CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bCover );
if ( bCover == MAX_COVER )
{
// we now have to determine wether we are currently wearing civilian or military clothes
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_SOLDIER], pSoldier->GetName() );
break;
}
}
// if not dressed as a soldier, we must be dressed as a civilian
if ( !(pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
{
pSoldier->usSoldierFlagMask |= SOLDIER_COVERT_CIV;
if ( pSoldier->bTeam == OUR_TEAM )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DISGUISED_AS_CIVILIAN], pSoldier->GetName() );
}
}
// reevaluate sight - otherwise we could hide by changing clothes in plain sight!
OtherTeamsLookForMan(pSoldier);
}
}
return( TRUE );
}
BOOLEAN ApplyCanteen( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, BOOLEAN *pfGoodAPs, BOOLEAN fUseAPs )
{
INT16 sPointsToUse;
UINT16 usTotalKitPoints;
(*pfGoodAPs) = TRUE;
if (!Item[pObj->usItem].canteen || pObj->exists() == false)
{
return( FALSE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
if ( fUseAPs && !EnoughPoints( pSoldier, APBPConstants[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
if ( fUseAPs )
DeductPoints( pSoldier, APBPConstants[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 || pObj->exists() == false)
{
return( FALSE );
}
usTotalKitPoints = TotalPoints( pObj );
if (usTotalKitPoints == 0)
{
// HUH???
return( FALSE );
}
if (!EnoughPoints( pSoldier, APBPConstants[AP_CAMOFLAGE], 0, TRUE ) )
{
(*pfGoodAPs) = FALSE;
return( TRUE );
}
DeductPoints( pSoldier, APBPConstants[AP_CAMOFLAGE], 0 );
sPointsToUse = ( MAX_HUMAN_CREATURE_SMELL - pSoldier->aiData.bMonsterSmell ) * 2;
sPointsToUse = __min( sPointsToUse, usTotalKitPoints );
UseKitPoints( pObj, sPointsToUse, pSoldier );
pSoldier->aiData.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->exists() == false) {
return FALSE;
}
if ((*pObj)[0]->data.objectStatus < 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;
if ( Item[pSoldier->inv[ HANDPOS ].usItem].needsbatteries && pSoldier->inv[ HANDPOS ].exists() == true)
{
// check for batteries
OBJECTTYPE* pBatteries = FindAttachedBatteries( &(pSoldier->inv[HANDPOS]) );
if ( pBatteries == 0 )
{
// doesn't work without batteries!
return;
}
// use up 8-12 percent of batteries
if ( Item[pBatteries->usItem].percentstatusdrainreduction > 0 )
(*pBatteries)[0]->data.objectStatus -= (INT8)( (8 + Random( 5 )) * (100 - Item[(*pBatteries)[0]->data.objectStatus].percentstatusdrainreduction)/100 );
else
(*pBatteries)[0]->data.objectStatus -= (INT8)( (8 + Random( 5 )) );
if ( (*pBatteries)[0]->data.objectStatus <= 0 )
{
// destroy batteries
pBatteries->RemoveObjectsFromStack(1);
if (pBatteries->exists() == false) {
pSoldier->inv[HANDPOS].RemoveAttachment(pBatteries);
}
}
}
// 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->aiData.ubXRayedBy == pSoldier->ubID) )
{
pSoldier2->ubMiscSoldierFlags &= (~SOLDIER_MISC_XRAYED);
pSoldier2->aiData.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->aiData.ubXRayedBy = pSoldier->ubID;
}
}
}
pSoldier->uiXRayActivatedTime = GetWorldTotalSeconds();
}
void TurnOnXRayEffects( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2;
UINT32 uiSlot;
// 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->aiData.ubXRayedBy == pSoldier->ubID) )
{
pSoldier2->ubMiscSoldierFlags &= (~SOLDIER_MISC_XRAYED);
pSoldier2->aiData.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->aiData.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->aiData.ubXRayedBy == pSoldier->ubID) )
{
pSoldier2->ubMiscSoldierFlags &= (~SOLDIER_MISC_XRAYED);
pSoldier2->aiData.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, INT16 status, INT16 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, INT16 status, INT16 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;
}
// Scale bonus with item status. Status < 50% creates a penalty!
FLOAT BonusReduceMoreFloat( FLOAT bonus, INT16 status, INT16 statusCutoff = 100 )
{
if ( bonus > 0 && status < statusCutoff && statusCutoff > 0 && statusCutoff <= 100 )
return ( ( ( (FLOAT)status * 100.0f ) / (FLOAT)statusCutoff - 50.0f ) * bonus ) / 50.0f;
else // A penalty can't be reduced by status!
return bonus;
}
// Some items either work or they don't...
INT16 BonusOnOff( INT16 bonus, INT16 status )
{
if ( bonus > 0 )
return (status >= 50) ? bonus : 0;
else // A penalty can't be reduced by status!
return bonus;
}
// HEADROCK HAM 4: Scopes now determined not by an aim bonus but by a magnification factor.
BOOLEAN NCTHIsScoped( OBJECTTYPE * pObj )
{
if (pObj->exists() == true && UsingNewCTHSystem() == true) {
if ( Item[pObj->usItem].scopemagfactor > 1.0 || Item[(*pObj)[0]->data.gun.usGunAmmoItem].scopemagfactor > 1.0 )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[iter->usItem].scopemagfactor > 1.0 && iter->exists() )
return TRUE;
}
}
return FALSE;
}
// Snap: a fast aimbonus check for AI
BOOLEAN IsScoped( OBJECTTYPE * pObj )
{
if(UsingNewCTHSystem() == true)
return NCTHIsScoped(pObj);
if (pObj->exists() == true) {
if ( Item[pObj->usItem].aimbonus > 0 || Item[(*pObj)[0]->data.gun.usGunAmmoItem].aimbonus > 0 )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[iter->usItem].aimbonus > 0 && iter->exists())
return TRUE;
}
}
return FALSE;
}
// Snap: get aim bonus for a single item
INT16 GetItemAimBonus( const INVTYPE* pItem, INT32 iRange, INT16 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;
//CHRISL: The old system basically allowed scopes to reduce sight range by AimBonus%/click. So a scope with an
// AimBonus 20, and 8 clicks, would reduce sight range by 160%. In other words, it would effectively reduce sight
// range to 0 just for using 8 APs to aim.
//return ( pItem->aimbonus * ubAimTime * ( iRange - pItem->minrangeforaimbonus ) ) / 100;
// Instead, let's have the bonus reduce each click seperately and base the percentage on the new range.
INT16 bonus = 0, stepBonus = 0;
for( UINT8 step = 0; step < ubAimTime; step++)
{
stepBonus = (pItem->aimbonus * iRange)/100;
iRange -= stepBonus;
bonus += stepBonus;
if(iRange < pItem->minrangeforaimbonus)
{
stepBonus = pItem->minrangeforaimbonus - iRange;
bonus -= stepBonus;
break;
}
}
return(bonus);
}
INT16 GetAimBonus( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, INT32 iRange, INT16 ubAimTime )
{
INT16 bonus = 0;
if (pObj->exists() == true)
{
// Flugente: check for scope mode
if ( gGameExternalOptions.fScopeModes && pSoldier && Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD)
bonus = BonusReduceMore( GetItemAimBonus( &Item[ObjList[pSoldier->bScopeMode]->usItem], iRange, ubAimTime ), (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
else
bonus = BonusReduceMore( GetItemAimBonus( &Item[pObj->usItem], iRange, ubAimTime ), (*pObj)[0]->data.objectStatus );
bonus += GetItemAimBonus( &Item[(*pObj)[0]->data.gun.usGunAmmoItem], iRange, ubAimTime );
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if(iter->exists() && (!gGameExternalOptions.fScopeModes || !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) ) )
{
bonus += BonusReduceMore( GetItemAimBonus( &Item[iter->usItem], iRange, ubAimTime ), (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
//WarmSteel - This is used to determine the base aim bonus of the scope on this gun.
//It searched for the most powerful scope that is not targetting under it's minimum range.
INT16 GetBaseScopeAimBonus( OBJECTTYPE * pObj, INT32 iRange )
{
INT16 bonus = 0;
//Valid integrated scope?
if(Item[pObj->usItem].aimbonus > bonus && iRange >= Item[pObj->usItem].minrangeforaimbonus ){
bonus = Item[pObj->usItem].aimbonus;
}
//Search for the most powerful scope we can use.
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); iter++)
{
if(Item[iter->usItem].aimbonus > bonus && iRange >= Item[iter->usItem].minrangeforaimbonus && iter->exists())
{
bonus = Item[iter->usItem].aimbonus;
}
}
return( bonus );
}
// Madd: check equipment for aim bonus (penalties)
INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime )
{
INT16 bonus=0;
for (int j = HELMETPOS; j <= HEAD2POS; j++)
{
OBJECTTYPE* pObj = &pSoldier->inv[j];
if (pObj->exists() == true) {
bonus += GetItemAimBonus( &Item[pSoldier->inv[j].usItem], iRange, ubAimTime );
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += GetItemAimBonus(&Item[iter->usItem],iRange,ubAimTime);
}
}
}
}
return( bonus );
}
// Madd: check equipment for to hit bonus (penalties)
INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier )
{
INT16 bonus=0;
for (int j = HELMETPOS; j <= HEAD2POS; j++)
{
OBJECTTYPE* pObj = &pSoldier->inv[j];
if (pObj->exists() == true) {
bonus += Item[pSoldier->inv[j].usItem].tohitbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += Item[iter->usItem].tohitbonus;
}
}
}
}
return( bonus );
}
// Madd: check equipment for AP bonus (penalties)
INT16 GetGearAPBonus( SOLDIERTYPE * pSoldier )
{
INT16 bonus=0;
for (int j = HELMETPOS; j <= HEAD2POS; ++j)
{
if (pSoldier->inv[j].exists() == true)
{
OBJECTTYPE* pObj = &pSoldier->inv[j];
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
{
bonus += Item[iter->usItem].APBonus;
}
}
}
}
return( bonus );
}
UINT32 FindRangeBonusAttachment( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].rangebonus > 0 && iter->exists())
{
return( Item[iter->usItem].uiIndex );
}
}
}
return( NONE );
}
INT16 GetRangeBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
if(Item[pObj->usItem].usItemClass == IC_AMMO)
return( Item[pObj->usItem].rangebonus );
bonus = BonusReduce( Item[pObj->usItem].rangebonus, (*pObj)[0]->data.objectStatus );
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].rangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( !Item[iter->usItem].duckbill || ( Item[iter->usItem].duckbill && (*pObj)[0]->data.gun.ubGunAmmoType == AMMO_BUCKSHOT ) && iter->exists())
bonus += BonusReduce( Item[iter->usItem].rangebonus, (*iter)[0]->data.objectStatus );
}
}
return( bonus );
}
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 bonus=0;
// Snap: bipod is effective only in the prone stance
if (pObj->exists() == true) {
if ( fProneStance )
bonus += Item[pObj->usItem].bipod;
bonus += BonusReduceMore( LaserBonus( &Item[pObj->usItem], iRange, bLightLevel), (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].tohitbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
if ( fProneStance )
bonus += Item[iter->usItem].bipod;
bonus += BonusReduceMore( LaserBonus( &Item[iter->usItem], iRange, bLightLevel), (*iter)[0]->data.objectStatus );
}
}
}
// Snap (TODO): add special treatment of laser scopes
return( bonus );
}
// HEADROCK HAM 4: The following functions return the value of new NCTH-related modifiers from an item and all its
// attachments. They are stance-based, meaning that the soldier's stance determines which modifier is referenced.
// For a "default" value, feed the function a value of ubStance=ANIM_STAND.
INT32 GetItemModifier(OBJECTTYPE* pObj, UINT8 ubRef, UINT8 usType)
{
INT32 iModifier = 0;
switch( usType )
{
case ITEMMODIFIER_FLATBASE:
iModifier += BonusReduceMore( Item[pObj->usItem].flatbasemodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_PERCENTBASE:
iModifier += BonusReduceMore( Item[pObj->usItem].percentbasemodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_FLATAIM:
iModifier += BonusReduceMore( Item[pObj->usItem].flataimmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_PERCENTAIM:
iModifier += BonusReduceMore( Item[pObj->usItem].percentaimmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_PERCENTCAP:
iModifier += BonusReduceMore( Item[pObj->usItem].percentcapmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_PERCENTHANDLING:
iModifier += BonusReduceMore( Item[pObj->usItem].percenthandlingmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_DROPCOMPENSATION:
iModifier += BonusReduceMore( Item[pObj->usItem].percentdropcompensationmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_COUNTERFORCEMAX:
iModifier += BonusReduceMore( Item[pObj->usItem].maxcounterforcemodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_COUNTERFORCEACCURACY:
iModifier += BonusReduceMore( Item[pObj->usItem].counterforceaccuracymodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_TRACKING:
iModifier += BonusReduceMore( Item[pObj->usItem].targettrackingmodifier[ubRef], (*pObj)[0]->data.objectStatus );
break;
case ITEMMODIFIER_AIMLEVELS:
iModifier += Item[pObj->usItem].aimlevelsmodifier[ubRef];
break;
case ITEMMODIFIER_SPOTTER:
iModifier += BonusReduceMore( Item[pObj->usItem].usSpotting, (*pObj)[0]->data.objectStatus );
break;
}
return iModifier;
}
// Flugente: unified function (no need to have 12 functions that all do the same thing and clutter the code)
INT32 GetObjectModifier( SOLDIERTYPE* pSoldier, OBJECTTYPE *pObj, UINT8 ubStance, UINT8 usType )
{
INT32 iModifier=0;
UINT8 ubRef = GetStanceModifierRef( ubStance );
if (pObj->exists() )
{
// simply add the object modifier
iModifier += GetItemModifier( pObj, ubRef, usType);
// silversurfer: add stance based max counter force modifier here and not in function GetItemModifier() because
// that function is called for everything including attachments multiple times giving an insane bonus to max counter force modifier.
// An attachment that provides such bonus is not affected by this change. This stance based modifier only applies to guns.
if( usType == ITEMMODIFIER_COUNTERFORCEMAX && Item[pObj->usItem].usItemClass & IC_GUN )
{
if(ubRef == 1)
iModifier += (INT32)gGameCTHConstants.RECOIL_MAX_COUNTER_CROUCH;
else if (ubRef == 2)
iModifier += (INT32)gGameCTHConstants.RECOIL_MAX_COUNTER_PRONE;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if( iter->exists() )
{
// Flugente: if we use scope modes, are a soldier, this is a gun and the attachment a scope/sight, ignore it for the moment
if ( gGameExternalOptions.fScopeModes && pSoldier && Item[pObj->usItem].usItemClass & IC_GUN && IsAttachmentClass(iter->usItem, (AC_SCOPE|AC_SIGHT|AC_IRONSIGHT) ) )
continue;
iModifier += GetItemModifier( (&(*iter)), ubRef, usType);
}
}
// Flugente::if we are a soldier and are using a gun, we might be checking for scope modes
if ( gGameExternalOptions.fScopeModes && pSoldier && Item[pObj->usItem].usItemClass & IC_GUN )
{
// only apply boni if we are not hip-firing
if ( pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL )
// Do not apply weapon bonus/penalty because this will be added one step below. We don't want to apply it twice.
if ( pObj->usItem != ObjList[pSoldier->bScopeMode]->usItem )
iModifier += GetItemModifier(ObjList[pSoldier->bScopeMode], ubRef, usType);
}
}
}
iModifier = __max(-100,iModifier);
return (iModifier);
}
INT32 GetAimLevelsTraitModifier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
INT8 ubSkillModifier = 0;
INT8 iCTHSystem = UsingNewCTHSystem() ? -1 : 1; // silversurfer: NCTH benefits from reduced levels, OCTH benefits from increased levels
if( gGameOptions.fNewTraitSystem )
{
if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_PISTOL || Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_M_PISTOL )
ubSkillModifier += gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) * iCTHSystem;
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SHOTGUN )
ubSkillModifier += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) * iCTHSystem;
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_RIFLE )
ubSkillModifier += __max( (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f), gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ) ) * iCTHSystem;
else if ( Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE )
ubSkillModifier += gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ) * iCTHSystem;
}
else
{
ubSkillModifier += NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT ) * iCTHSystem;
}
return (INT32)ubSkillModifier;
}
INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance )
{
INT16 bonus=0;
// Snap: bipod is effective only in the prone stance
// CHRISL: We don't want to count both bipod AND bursttohitbonus as some items get both bonuses
if (pObj->exists() == true) {
if ( fProneStance )
bonus += BonusReduceMore( Item[pObj->usItem].bipod, (*pObj)[0]->data.objectStatus );
else
bonus += BonusReduceMore( Item[pObj->usItem].bursttohitbonus, (*pObj)[0]->data.objectStatus );
// HEADROCK HAM B2.5: A certain setting in the New Tracer System can turn auto/burst penalties off
// entirely, to make up for "Tracer Bump".
if ( gGameExternalOptions.ubRealisticTracers != 1 )
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].bursttohitbonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
if ( fProneStance )
bonus += BonusReduceMore( Item[iter->usItem].bipod, (*iter)[0]->data.objectStatus );
else
bonus += BonusReduceMore( Item[iter->usItem].bursttohitbonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
void GetRecoil( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT *bRecoilX, FLOAT *bRecoilY, UINT8 ubNumBullet )
{
*bRecoilX = 0;
*bRecoilY = 0;
// Flugente: get weapon actually used (might be an underbarrel shotgun)
OBJECTTYPE* pObjUsed = pSoldier->GetUsedWeapon(pObj);
OBJECTTYPE* pObjUsedInHand = pSoldier->GetUsedWeapon( &(pSoldier->inv[HANDPOS]) );
// silversurfer: The first bullet should never return recoil. If function CalcPreRecoilOffset( ) in LOS.cpp wants to know
// what recoil to expect for the second bullet in the volley it should ask for the second bullet and does so from now on.
// ubRecoilDelay is 0 for almost all weapons so we need to have a failsafe here for the first bullet.
if (ubNumBullet < 2 || ubNumBullet <= Weapon[pObjUsed->usItem].ubRecoilDelay)
{
// The first bullet in a volley never has recoil - it hasn't "set in" yet. Only the second+ bullets
// will have any recoil.
*bRecoilX = 0;
*bRecoilY = 0;
return;
}
*bRecoilX = Weapon[pObjUsed->usItem].bRecoilX;
*bRecoilY = Weapon[pObjUsed->usItem].bRecoilY;
// modify by ini values
if ( Item[ pObj->usItem ].usItemClass == IC_GUN )
{
*bRecoilX *= gItemSettings.fRecoilXModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
*bRecoilY *= gItemSettings.fRecoilYModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
}
// Apply a percentage-based modifier. This can increase or decrease BOTH axes. At most, it can eliminate
// recoil on the gun.
//INT16 sPercentRecoilModifier = GetPercentRecoilModifier( pObj );
INT16 sPercentRecoilModifier = __max(-100, (GetBasePercentRecoilModifier( pObjUsed ) + GetAttachmentPercentRecoilModifier( pObjUsedInHand ) ));
*bRecoilX *= ( (FLOAT)( 100 + sPercentRecoilModifier ) / 100 );
*bRecoilY *= ( (FLOAT)( 100 + sPercentRecoilModifier ) / 100 );
// Apply a flat modifier. This acts on either axis, and if powerful enough can "reverse polarity" of either
// axis recoil. For instance, it can make a gun that normally pulls LEFT start pulling RIGHT instead.
FLOAT bRecoilAdjustX = 0;
FLOAT bRecoilAdjustY = 0;
//GetFlatRecoilModifier( pObj, &bRecoilAdjustX, &bRecoilAdjustY );
GetBaseFlatRecoilModifier( pObj, &bRecoilAdjustX, &bRecoilAdjustY );
GetAttachmentFlatRecoilModifier( &pSoldier->inv[HANDPOS], &bRecoilAdjustX, &bRecoilAdjustY);
//JMich TODO: Currently no check for dual wielding
// silversurfer: I don't think that we need a check for dual wielding here. This function is supposed to return weapon recoil value.
// It doesn't matter if this gun is wielded by someone else, with right, left hand or with the toes. The gun always produces the same recoil.
// Controlling recoil when firing two guns is more difficult but this should be checked outside this function.
*bRecoilX = __max(0, *bRecoilX + bRecoilAdjustX);
*bRecoilY = __max(0, *bRecoilY + bRecoilAdjustY);
return;
}
///////////////////////////////////////////////////////
// HEADROCK HAM 4: This function calculates the flat recoil adjustment for a gun. Flat adjustment increases
// or decreases recoil by a specific number of points in either the vertical or horizontal axes (or both).
// It can potentially cause a weapon it reverse its recoil direction.
void GetBaseFlatRecoilModifier( OBJECTTYPE *pObj, FLOAT *bRecoilModifierX, FLOAT *bRecoilModifierY )
{
FLOAT bRecoilAdjustX = 0;
FLOAT bRecoilAdjustY = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
// Inherent item modifiers
bRecoilAdjustX += BonusReduceMoreFloat( Item[pObj->usItem].RecoilModifierX, (*pObj)[0]->data.objectStatus );
bRecoilAdjustY += BonusReduceMoreFloat( Item[pObj->usItem].RecoilModifierY, (*pObj)[0]->data.objectStatus );
// Ammo item modifiers
bRecoilAdjustX += Item[(*pObj)[0]->data.gun.usGunAmmoItem].RecoilModifierX;
bRecoilAdjustY += Item[(*pObj)[0]->data.gun.usGunAmmoItem].RecoilModifierY;
}
*bRecoilModifierX = bRecoilAdjustX;
*bRecoilModifierY = bRecoilAdjustY;
}
void GetAttachmentFlatRecoilModifier( OBJECTTYPE *pObj, FLOAT *bRecoilModifierX, FLOAT *bRecoilModifierY )
{
FLOAT bRecoilAdjustX = 0;
FLOAT bRecoilAdjustY = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
// Attachment item modifiers
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
bRecoilAdjustX += BonusReduceMoreFloat( Item[iter->usItem].RecoilModifierX, (*iter)[0]->data.objectStatus );
bRecoilAdjustY += BonusReduceMoreFloat( Item[iter->usItem].RecoilModifierY, (*iter)[0]->data.objectStatus );
}
}
}
*bRecoilModifierX += bRecoilAdjustX;
*bRecoilModifierY += bRecoilAdjustY;
}
void GetFlatRecoilModifier( OBJECTTYPE *pObj, FLOAT *bRecoilModifierX, FLOAT *bRecoilModifierY )
{
FLOAT bRecoilAdjustX = 0;
FLOAT bRecoilAdjustY = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
// Inherent item modifiers
bRecoilAdjustX += BonusReduceMoreFloat( Item[pObj->usItem].RecoilModifierX, (*pObj)[0]->data.objectStatus );
bRecoilAdjustY += BonusReduceMoreFloat( Item[pObj->usItem].RecoilModifierY, (*pObj)[0]->data.objectStatus );
// Ammo item modifiers
bRecoilAdjustX += Item[(*pObj)[0]->data.gun.usGunAmmoItem].RecoilModifierX;
bRecoilAdjustY += Item[(*pObj)[0]->data.gun.usGunAmmoItem].RecoilModifierY;
// Attachment item modifiers
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
bRecoilAdjustX += BonusReduceMoreFloat( Item[iter->usItem].RecoilModifierX, (*iter)[0]->data.objectStatus );
bRecoilAdjustY += BonusReduceMoreFloat( Item[iter->usItem].RecoilModifierY, (*iter)[0]->data.objectStatus );
}
}
}
*bRecoilModifierX = bRecoilAdjustX;
*bRecoilModifierY = bRecoilAdjustY;
}
///////////////////////////////////////////////////////////////////
// HEADROCK HAM 4: This calculates the percentile recoil adjustment of a gun.
// This adjustment either increases or decreases the gun's vertical and horizontal recoil at the same time. Due to
// the percentage-based nature of this modifier, it cannot cause a gun to reverse its recoil - only diminish it to
// zero.
INT16 GetBasePercentRecoilModifier( OBJECTTYPE *pObj)
{
INT16 sRecoilAdjust = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
// Inherent item modifiers
sRecoilAdjust += BonusReduceMore( Item[pObj->usItem].PercentRecoilModifier, (*pObj)[0]->data.objectStatus );
// Ammo item modifiers
sRecoilAdjust += Item[(*pObj)[0]->data.gun.usGunAmmoItem].PercentRecoilModifier;
}
return (sRecoilAdjust);
}
INT16 GetAttachmentPercentRecoilModifier( OBJECTTYPE *pObj)
{
INT16 sRecoilAdjust = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
sRecoilAdjust += BonusReduceMore( Item[iter->usItem].PercentRecoilModifier, (*iter)[0]->data.objectStatus );
}
}
}
return (sRecoilAdjust);
}
INT16 GetPercentRecoilModifier( OBJECTTYPE *pObj )
{
INT16 sRecoilAdjust = 0;
if (pObj->exists() == true && UsingNewCTHSystem() == true)
{
// Inherent item modifiers
sRecoilAdjust += BonusReduceMore( Item[pObj->usItem].PercentRecoilModifier, (*pObj)[0]->data.objectStatus );
// Ammo item modifiers
sRecoilAdjust += Item[(*pObj)[0]->data.gun.usGunAmmoItem].PercentRecoilModifier;
// Attachment item modifiers
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
sRecoilAdjust += BonusReduceMore( Item[iter->usItem].PercentRecoilModifier, (*iter)[0]->data.objectStatus );
}
}
}
sRecoilAdjust = __max(-100, sRecoilAdjust);
return (sRecoilAdjust);
}
// HEADROCK HAM 4: This is used by functions that get stance-based modifiers from weapons. It turns a ubEndHeight variable
// as either 0, 1 or 2.
UINT8 GetStanceModifierRef( INT8 ubStance )
{
switch (ubStance)
{
case ANIM_PRONE:
return(2);
case ANIM_CROUCH:
return(1);
default:
return(0);
}
}
INT16 GetDamageBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduce( Item[pObj->usItem].damagebonus, (*pObj)[0]->data.objectStatus );
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].damagebonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduce( Item[iter->usItem].damagebonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetMeleeDamageBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduce( Item[pObj->usItem].meleedamagebonus, (*pObj)[0]->data.objectStatus);
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].meleedamagebonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduce( Item[iter->usItem].meleedamagebonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetPercentAPReduction( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if( iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
bonus += BonusReduceMore( Item[iter->usItem].percentapreduction,
(*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
bonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].percentapreduction, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
bonus = BonusReduceMore( Item[pObj->usItem].percentapreduction, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduceMore( Item[iter->usItem].percentapreduction,
(*iter)[0]->data.objectStatus );
}
}
}
}
return( bonus );
}
INT16 GetMagSizeBonus( OBJECTTYPE * pObj, UINT8 subObject )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusOnOff( Item[pObj->usItem].magsizebonus, (*pObj)[subObject]->data.objectStatus );
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusOnOff( Item[iter->usItem].magsizebonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetBurstSizeBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusOnOff( Item[pObj->usItem].burstsizebonus, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].burstsizebonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusOnOff( Item[iter->usItem].burstsizebonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetRateOfFireBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
if ( pObj->exists() )
{
if ( (gMAXITEMS_READ <= pObj->usItem) || (gMAXITEMS_READ <= (*pObj)[0]->data.gun.usGunAmmoItem) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_1, String( "GetRateOfFireBonus would crash: pObj->usItem=%d or (*pObj)[0]->data.gun.usGunAmmoItem=%d ist higher than max %d", pObj->usItem, (*pObj)[0]->data.gun.usGunAmmoItem, gMAXITEMS_READ ) );
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"GetRateOfFireBonus would crash: pObj->usItem=%d or (*pObj)[0]->data.gun.usGunAmmoItem=%d ist higher than max %d", pObj->usItem, (*pObj)[0]->data.gun.usGunAmmoItem, gMAXITEMS_READ );
AssertMsg( 0, "GetRateOfFireBonus would crash" );
return 0; /* cannot calculate Bonus, this only happens sometimes in FULLSCREEN */
}
bonus = BonusReduceMore( Item[pObj->usItem].rateoffirebonus, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].rateoffirebonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
{
bonus += BonusReduceMore( Item[iter->usItem].rateoffirebonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetAutoToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance )
{
INT16 bonus=0;
// Snap: bipod is effective only in the prone stance
// CHRISL: We don't want to count both bipod AND bursttohitbonus as some items get both bonuses
if (pObj->exists() == true) {
if ( fProneStance )
bonus += BonusReduceMore( Item[pObj->usItem].bipod, (*pObj)[0]->data.objectStatus );
else
bonus += BonusReduceMore( Item[pObj->usItem].autofiretohitbonus, (*pObj)[0]->data.objectStatus );
// HEADROCK HAM B2.5: This external setting determines whether autofire penalty is affected by
// tracer ammo. At setting "1", it is disabled. This goes hand in hand with a new tracer effect that
// "bumps" CTH up after firing a tracer bullet.
if ( gGameExternalOptions.ubRealisticTracers != 1 )
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].autofiretohitbonus ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
if ( fProneStance )
bonus += BonusReduceMore( Item[iter->usItem].bipod, (*iter)[0]->data.objectStatus );
else
bonus += BonusReduceMore( Item[iter->usItem].autofiretohitbonus, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetPercentReadyTimeAPReduction( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduceMore( Item[pObj->usItem].percentreadytimeapreduction, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentreadytimeapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduceMore( Item[iter->usItem].percentreadytimeapreduction, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetPercentAutofireAPReduction( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduceMore( Item[pObj->usItem].percentautofireapreduction, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentautofireapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduceMore( Item[iter->usItem].percentautofireapreduction, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetPercentReloadTimeAPReduction( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduceMore( Item[pObj->usItem].percentreloadtimeapreduction, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentreloadtimeapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduceMore( Item[iter->usItem].percentreloadtimeapreduction, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetPercentBurstFireAPReduction( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() == true) {
bonus = BonusReduceMore( Item[pObj->usItem].percentburstfireapreduction, (*pObj)[0]->data.objectStatus );
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentburstfireapreduction;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists()){
bonus += BonusReduceMore( Item[iter->usItem].percentburstfireapreduction, (*iter)[0]->data.objectStatus );
}
}
}
return( bonus );
}
INT16 GetVisionRangeBonus( SOLDIERTYPE * pSoldier )
{
INT16 bonus=0;
OBJECTTYPE *pObj;
UINT16 usItem;
INVTYPE *pItem;
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
// Okay, it's time for some optimization here too
pObj = &( pSoldier->inv[i]);
if (pObj->exists() == true) {
usItem = pObj->usItem;
pItem = &(Item[usItem]);
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && (pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->visionrangebonus > 0)
{
continue;
}
// Flugente: weapons are checked later on...
if (!IsWeapon(usItem) )//|| (IsWeapon(usItem) && usingGunScope == true) )
{
bonus += BonusReduceMore( pItem->visionrangebonus, (*pObj)[0]->data.objectStatus );
}
}
}
// Snap: check only attachments on a readied weapon!
// 0verhaul: Moved this bug fix into WeaponReady so that all CTH modifier functions may benefit from this fix
//AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
if ( usingGunScope == true )
{
// SANDRO - added scouting check
INT16 sScopebonus = 0;
pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if( iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
sScopebonus += BonusReduceMore( Item[iter->usItem].visionrangebonus, (*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( Item[ObjList[pSoldier->bScopeMode]->usItem].visionrangebonus, (*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if( iter->exists() )
{
sScopebonus += BonusReduceMore( Item[iter->usItem].visionrangebonus, (*iter)[0]->data.objectStatus );
}
}
}
}
if( sScopebonus > 0 && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gGameOptions.fNewTraitSystem)
{
sScopebonus += gSkillTraitValues.ubSCSightRangebonusWithScopes;
}
bonus += sScopebonus;
}
return( bonus );
}
// 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 bonus=0;
OBJECTTYPE *pObj;
UINT16 usItem;
INVTYPE *pItem;
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; ++i )
{
// More optimization
pObj = &( pSoldier->inv[i]);
if (pObj->exists() == true) {
usItem = pObj->usItem;
pItem = &(Item[usItem]);
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) && (pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->nightvisionrangebonus > 0)
{
continue;
}
// Flugente: weapons are checked later on...
if (!IsWeapon(usItem) )//|| (IsWeapon(usItem) && usingGunScope == true ) )
{
bonus += BonusReduceMore(
NightBonusScale( pItem->nightvisionrangebonus, bLightLevel ),
(*pObj)[0]->data.objectStatus );
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
// SANDRO - added scouting check
INT16 sScopebonus = 0;
pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
sScopebonus += BonusReduceMore(
NightBonusScale( Item[iter->usItem].nightvisionrangebonus, bLightLevel ),
(*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].nightvisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists() )
{
sScopebonus += BonusReduceMore(
NightBonusScale( Item[iter->usItem].nightvisionrangebonus, bLightLevel ),
(*iter)[0]->data.objectStatus );
}
}
}
}
if( sScopebonus > 0 && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gGameOptions.fNewTraitSystem)
{
sScopebonus += gSkillTraitValues.ubSCSightRangebonusWithScopes;
}
bonus += sScopebonus;
}
return( bonus );
}
INT16 GetCaveVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bonus=0;
OBJECTTYPE *pObj;
UINT16 usItem;
INVTYPE *pItem;
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
// More optimization
pObj = &( pSoldier->inv[i]);
if (pObj->exists() == true) {
usItem = pObj->usItem;
pItem = &(Item[usItem]);
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->cavevisionrangebonus > 0)
{
continue;
}
// Flugente: weapons are checked later on...
if (!IsWeapon(usItem) )//|| (IsWeapon(usItem) && usingGunScope == true ) )
{
bonus += BonusReduceMore(
NightBonusScale( pItem->cavevisionrangebonus, bLightLevel ),
(*pObj)[0]->data.objectStatus );
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
// SANDRO - added scouting check
INT16 sScopebonus = 0;
pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
sScopebonus += BonusReduceMore(
NightBonusScale( Item[iter->usItem].cavevisionrangebonus, bLightLevel ),
(*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore(
NightBonusScale( Item[ObjList[pSoldier->bScopeMode]->usItem].cavevisionrangebonus, bLightLevel ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists() )
{
sScopebonus += BonusReduceMore(
NightBonusScale( Item[iter->usItem].cavevisionrangebonus, bLightLevel ),
(*iter)[0]->data.objectStatus );
}
}
}
}
if( sScopebonus > 0 && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gGameOptions.fNewTraitSystem)
{
sScopebonus += gSkillTraitValues.ubSCSightRangebonusWithScopes;
}
bonus += sScopebonus;
}
return( bonus );
}
INT16 GetDayVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bonus=0;
OBJECTTYPE *pObj;
UINT16 usItem;
INVTYPE *pItem;
// Snap: Scale the bonus with the light level
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// Flugente 2013-06-20: determine the lightlevel modifier, according to ChrisL:
//CHRISL: Since this is a daytime calculation, I think we want the difference between NORMAL_LIGHTLEVEL_NIGHT and
// NORMAL_LIGHTLEVEL_DAY. To just use NORMAL_LIGHTLEVEL_NIGHT is the same as basing the calculation off of the
// difference between NORMAL_LIGHTLEVEL_NIGHT and 0, which represent bright light.
int lightlevelmultiplier = NORMAL_LIGHTLEVEL_NIGHT - __max(bLightLevel,NORMAL_LIGHTLEVEL_DAY);
// the divisor must not be 0, for obvious reasons!
int lightleveldivisor = NORMAL_LIGHTLEVEL_NIGHT - NORMAL_LIGHTLEVEL_DAY;
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
// More optimization
pObj = &( pSoldier->inv[i]);
if (pObj->exists() == true) {
usItem = pObj->usItem;
pItem = &(Item[usItem]);
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->dayvisionrangebonus > 0)
{
continue;
}
// Flugente: weapons are checked later on...
if (!IsWeapon(usItem) )//|| (IsWeapon(usItem) && usingGunScope == true ) )
{
bonus += BonusReduceMore( idiv( pItem->dayvisionrangebonus
* lightlevelmultiplier, lightleveldivisor ),
(*pObj)[0]->data.objectStatus );
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
// SANDRO - added scouting check
INT16 sScopebonus = 0;
pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
sScopebonus += BonusReduceMore( idiv( Item[iter->usItem].dayvisionrangebonus
* lightlevelmultiplier, lightleveldivisor ),
(*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].dayvisionrangebonus
* lightlevelmultiplier, lightleveldivisor ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists() )
{
sScopebonus += BonusReduceMore( idiv( Item[iter->usItem].dayvisionrangebonus
* lightlevelmultiplier, lightleveldivisor ),
(*iter)[0]->data.objectStatus );
}
}
}
}
if( sScopebonus > 0 && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gGameOptions.fNewTraitSystem)
{
sScopebonus += gSkillTraitValues.ubSCSightRangebonusWithScopes;
}
bonus += sScopebonus;
}
return( bonus );
}
INT16 GetBrightLightVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bonus=0;
OBJECTTYPE *pObj;
UINT16 usItem;
INVTYPE *pItem;
// Snap: Scale the bonus with the light level
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
// More optimization
pObj = &( pSoldier->inv[i]);
if (pObj->exists() == true) {
usItem = pObj->usItem;
pItem = &(Item[usItem]);
// Snap (TODO): binoculars and such should not be active by default
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->brightlightvisionrangebonus > 0)
{
continue;
}
// Flugente: weapons are checked later on...
if (!IsWeapon(usItem) )//|| (IsWeapon(usItem) && usingGunScope == true ) )
{
bonus += BonusReduceMore( idiv( pItem->brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*pObj)[0]->data.objectStatus );
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
// SANDRO - added scouting check
INT16 sScopebonus = 0;
pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
sScopebonus += BonusReduceMore( idiv( Item[iter->usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*iter)[0]->data.objectStatus );
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
sScopebonus += BonusReduceMore( idiv( Item[ObjList[pSoldier->bScopeMode]->usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*ObjList[pSoldier->bScopeMode])[0]->data.objectStatus );
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists() )
{
sScopebonus += BonusReduceMore( idiv( Item[iter->usItem].brightlightvisionrangebonus
* (NORMAL_LIGHTLEVEL_DAY - bLightLevel), NORMAL_LIGHTLEVEL_DAY ),
(*iter)[0]->data.objectStatus );
}
}
}
}
if( sScopebonus > 0 && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gGameOptions.fNewTraitSystem)
{
sScopebonus += gSkillTraitValues.ubSCSightRangebonusWithScopes;
}
bonus += sScopebonus;
}
return( bonus );
}
INT16 GetTotalVisionRangeBonus( SOLDIERTYPE * pSoldier, UINT8 bLightLevel )
{
INT16 bonus = GetVisionRangeBonus(pSoldier);
if ( bLightLevel > NORMAL_LIGHTLEVEL_DAY )
{
if ( pSoldier->pathing.bLevel == 0 )
{
bonus += GetNightVisionRangeBonus(pSoldier, bLightLevel);
}
else
{
bonus += GetCaveVisionRangeBonus(pSoldier, bLightLevel);
}
}
else if ( bLightLevel < NORMAL_LIGHTLEVEL_DAY )
{
bonus += GetBrightLightVisionRangeBonus(pSoldier, bLightLevel);
}
if ( bLightLevel < NORMAL_LIGHTLEVEL_NIGHT )
{
bonus += GetDayVisionRangeBonus(pSoldier, bLightLevel);
}
// Flugente: drugs can alter our sight
if ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_VISION ] )
{
bonus += 10;
}
else if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_VISION ] )
{
bonus -= 10;
}
// Flugente: add sight range bonus due to disabilities, traits etc. (not equipment)
bonus += pSoldier->GetSightRangeBonus();
// SANDRO - STOMP traits - Scouting bonus for sight range with binoculars and similar
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
{
OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
// we have no pointer to binoculars, so just check any misc items in hands which have some vision bonus
if ( Item[pObj->usItem].usItemClass & IC_MISC && (Item[pObj->usItem].brightlightvisionrangebonus > 0 ||
Item[pObj->usItem].dayvisionrangebonus > 0 || Item[pObj->usItem].nightvisionrangebonus > 0 || Item[pObj->usItem].visionrangebonus > 0 ))
{
bonus += gSkillTraitValues.usSCSightRangebonusWithBinoculars;
}
}
}
return bonus;
}
UINT8 GetPercentTunnelVision( SOLDIERTYPE * pSoldier )
{
UINT8 bonus = 0;
UINT16 usItem;
INVTYPE *pItem;
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
// CHRISL:
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
// Okay, it's time for some optimization here
if (pSoldier->inv[i].exists() == true) {
usItem = pSoldier->inv[i].usItem;
pItem = &(Item[usItem]);
if ( (i == HANDPOS || i == SECONDHANDPOS) && (pItem->usItemClass & IC_ARMOUR || pItem->usItemClass & IC_FACE ))
{
continue;
}
//CHRISL: Binoculars can only be used in the primary hand
if(i == SECONDHANDPOS && pItem->usItemClass & IC_MISC && pItem->percenttunnelvision > 0)
{
continue;
}
if ( !IsWeapon(usItem) )
{
bonus = __max( bonus, pItem->percenttunnelvision );
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
OBJECTTYPE *pObj = &(pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
usItem = pObj->usItem;
pItem = &(Item[usItem]);
if ( IsWeapon(usItem) ) //if not a weapon, then it was added already above
bonus += Item[usItem].percenttunnelvision;
if ( gGameExternalOptions.fScopeModes && pSoldier )
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
// add boni only from non-scope items
if(iter->exists() && !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
bonus += Item[iter->usItem].percenttunnelvision;
}
}
// Flugente: check for scope mode
if ( Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
bonus += Item[ObjList[pSoldier->bScopeMode]->usItem].percenttunnelvision;
}
}
else
{
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists() )
{
bonus += Item[iter->usItem].percenttunnelvision;
}
}
}
}
}
// SANDRO - STOMP traits - Scouting tunnel vision reduction with binoculars and similar
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->pathing.bLevel == 0 )
{
OBJECTTYPE *pObj = &( pSoldier->inv[HANDPOS]);
if (pObj->exists() == true)
{
// we have no pointer to binoculars, so just check any misc items in hands which have some vision bonus
if ( Item[pObj->usItem].usItemClass & IC_MISC && (Item[pObj->usItem].brightlightvisionrangebonus > 0 ||
Item[pObj->usItem].dayvisionrangebonus > 0 || Item[pObj->usItem].nightvisionrangebonus > 0 || Item[pObj->usItem].visionrangebonus > 0 ))
{
bonus = max( 0, (bonus - gSkillTraitValues.ubSCTunnelVisionReducedWithBinoculars));
}
}
}
// HEADROCK HAM 3.2: Further increase tunnel-vision for cowering characters.
// SANDRO - this calls many sub-functions over and over, we should at least skip this for civilians and such
if ((gGameExternalOptions.ubCoweringReducesSightRange == 1 || gGameExternalOptions.ubCoweringReducesSightRange == 3) &&
IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
{
// Make sure character is cowering.
if ( CoweringShockLevel(pSoldier) && gGameExternalOptions.ubMaxSuppressionShock > 0 &&
bonus < 100 )
{
// Calculates a "Flat" tunnel vision percentage
UINT8 ubNormalCoweringTunnelVision = (100 * pSoldier->aiData.bShock) / gGameExternalOptions.ubMaxSuppressionShock;
// Apply that percentage to the current tunnel vision
UINT16 usActualCoweringTunnelVision = bonus + (((100-bonus) * ubNormalCoweringTunnelVision) / 100);
// At shock 0, tunnel vision remains unchanged. At full shock, tunnel vision is full (100%)
bonus = __min(100,usActualCoweringTunnelVision);
}
}
// Flugente: drugs can alter our vision
if ( pSoldier->drugs.bDrugSideEffect[ DRUG_TYPE_TUNNELVISION ] )
{
bonus = __min(100, bonus + 25);
}
if ( !PTR_OURTEAM ) // Madd: adjust tunnel vision by difficulty level
bonus /= gGameOptions.ubDifficultyLevel;
return __min(100, bonus);
}
BOOLEAN HasThermalOptics( SOLDIERTYPE * pSoldier )
{
//ADB and AXP 28.03.2007: CtH bug fix: We also want to check on a firing weapon, "raised" alone is not enough ;)
bool usingGunScope = WeaponReady(pSoldier);
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
if (pSoldier->inv[i].exists() == true) {
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) && usingGunScope == true) )
{
if (Item[pSoldier->inv[i].usItem].thermaloptics)
{
return TRUE;
}
}
}
}
// Snap: check only attachments on a raised weapon!
if ( usingGunScope == true )
{
OBJECTTYPE* pObj = &pSoldier->inv[HANDPOS];
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( Item[iter->usItem].thermaloptics && iter->exists() )
return TRUE;
}
}
}
return( FALSE );
}
INT8 FindHearingAid( SOLDIERTYPE * pSoldier )
{
for (INT8 i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
if (pSoldier->inv[i].exists() == true) {
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 bonus = 0;
for (int i = BODYPOSSTART; i < BODYPOSFINAL; i++)
{
if (pSoldier->inv[i].exists() == true) {
if ( (i == HANDPOS || i == SECONDHANDPOS) &&
(Item[pSoldier->inv[i].usItem].usItemClass & IC_ARMOUR || Item[pSoldier->inv[i].usItem].usItemClass & IC_FACE ))
{
continue;
}
bonus += BonusReduceMore( Item[pSoldier->inv[i].usItem].hearingrangebonus, pSoldier->inv[i][0]->data.objectStatus );
}
}
return( bonus );
}
BOOLEAN IsDuckbill( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
if (Item[pObj->usItem].duckbill || Item[(*pObj)[0]->data.gun.usGunAmmoItem].duckbill )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].duckbill && iter->exists() )
{
return( TRUE );
}
}
}
return( FALSE );
}
UINT16 GetPercentNoiseVolume( OBJECTTYPE * pObj )
{
UINT16 mod = 0;
if (pObj->exists() == true) {
mod = 100 - BonusReduce( Item[pObj->usItem].percentnoisereduction, (*pObj)[0]->data.objectStatus );
mod = mod * ( 100 - Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentnoisereduction ) / 100;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
mod = mod * ( 100 - BonusReduce( Item[iter->usItem].percentnoisereduction, (*iter)[0]->data.objectStatus ) ) / 100;
}
}
return (mod > 0) ? mod : 0;
}
INT8 FindGasMask( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
for (bLoop = 0; bLoop < NUM_INV_SLOTS; bLoop++)//dnl ch40 041009
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[bLoop].usItem].gasmask )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
BOOLEAN IsDetonatorAttached( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
//if (Item[pObj->usItem].detonator)
// return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].detonator && iter->exists() )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN IsRemoteDetonatorAttached( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
//if (Item[pObj->usItem].remotedetonator)
// return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].remotedetonator && iter->exists() )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN IsFlashSuppressor( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier )
{
if (pObj->exists() == true) {
//Madd: tracers automatically negate any muzzle flash suppression due to inherent lighting effects
if (Item[pObj->usItem].usItemClass == IC_GUN && AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].tracerEffect && pSoldier->bDoBurst )
return FALSE;
if (Item[pObj->usItem].hidemuzzleflash )
return TRUE;
if ( Item[(*pObj)[0]->data.gun.usGunAmmoItem].hidemuzzleflash )
return TRUE;
attachmentList::iterator iter = (*pObj)[0]->attachments.begin();
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (; iter != iterend; ++iter)
{
if (iter->exists() && Item[iter->usItem].hidemuzzleflash )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN IsGrenadeLauncherAttached( OBJECTTYPE * pObj, UINT8 subObject )
{
if (pObj->exists() == true)
{
if (Item[pObj->usItem].grenadelauncher )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if (iter->exists() && (Item[iter->usItem].grenadelauncher || IsAttachmentClass( iter->usItem, AC_RIFLEGRENADE ) ) )
{
return TRUE;
}
}
}
return FALSE;
}
OBJECTTYPE* FindAttachment_GrenadeLauncher( OBJECTTYPE * pObj )
{
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return &(*iter);
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return pObj;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( &(*iter) );
}
}
}
return( 0 );
}
INT16 GetGrenadeLauncherStatus( OBJECTTYPE * pObj )
{
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return( (*iter)[0]->data.objectStatus );
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return (*pObj)[0]->data.objectStatus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( (*iter)[0]->data.objectStatus );
}
}
}
return( ITEM_NOT_FOUND );
}
UINT16 GetAttachedGrenadeLauncher( OBJECTTYPE * pObj )
{
if (pObj->exists() == true)
{
// Flugente: as it is now possible to have both a grenade launcher and a rifle grenade attached to a gun, the rifle grenade has priority. We thus have to search for it first
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() )
{
if ( IsAttachmentClass(iter->usItem, AC_RIFLEGRENADE) )
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
}
}
if (Item[pObj->usItem].grenadelauncher )
return pObj->usItem;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].grenadelauncher )
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
}
}
return( NONE );
}
BOOLEAN IsWeaponAttached( OBJECTTYPE * pObj, UINT32 usFlag, UINT8 subObject )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & usFlag )
{
return TRUE;
}
}
}
return FALSE;
}
OBJECTTYPE* FindAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].usItemClass & usFlag )
{
return( &(*iter) );
}
}
}
return( NULL );
}
UINT16 GetAttachedWeapon( OBJECTTYPE * pObj, UINT32 usFlag )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists() && (Item[iter->usItem].usItemClass & usFlag ) )
{
return( (UINT16) Item[iter->usItem].uiIndex );
}
}
}
return( NONE );
}
INT16 GetBulletSpeedBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if (pObj->exists() )
{
bonus = Item[pObj->usItem].bulletspeedbonus;
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].bulletspeedbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus = bonus +Item[iter->usItem].bulletspeedbonus ;
}
}
return( bonus );
}
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 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].rocketlauncher || Item[pSoldier->inv[bLoop].usItem].cannon )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindCannon( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[bLoop].usItem].cannon )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindUsableCrowbar( SOLDIERTYPE * pSoldier )
{
//JMich_SkillModifiers: Adding a bonus check, to return the best crowbar, and modifying the return value.
INT8 bonus, FoundCrowbar;
FoundCrowbar = NO_SLOT;
bonus = -101;
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( Item[pSoldier->inv[bLoop].usItem].crowbar && pSoldier->inv[bLoop][0]->data.objectStatus >= USABLE && Item[pSoldier->inv[bLoop].usItem].CrowbarModifier > bonus)
{
bonus = Item[pSoldier->inv[bLoop].usItem].CrowbarModifier;
FoundCrowbar = bLoop;
}
}
}
return( FoundCrowbar );
}
OBJECTTYPE* FindAttachedBatteries( OBJECTTYPE * pObj )
{
if (pObj->exists() == true) {
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (Item[iter->usItem].batteries && iter->exists())
{
return( &(*iter) );
}
}
}
return( 0 );
}
INT8 FindToolkit( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].toolkit )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindMedKit( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].medicalkit )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindFirstAidKit( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].firstaidkit )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindCamoKit( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].camouflagekit )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
//JMich_SkillModifiers: Adding a function to see if we have an item with disarm bonus
INT8 FindDisarmKit( SOLDIERTYPE * pSoldier )
{
INT8 bonus, FoundKit;
FoundKit = NO_SLOT;
bonus = 0;
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if ( ( ( Item[pSoldier->inv[bLoop].usItem].DisarmModifier * pSoldier->inv[bLoop][0]->data.objectStatus ) / 100 ) > bonus )
{
bonus = Item[pSoldier->inv[bLoop].usItem].DisarmModifier * pSoldier->inv[bLoop][0]->data.objectStatus / 100;
FoundKit = bLoop;
}
}
}
return( FoundKit );
}
INT8 FindLocksmithKit( SOLDIERTYPE * pSoldier )
{
//JMich_SkillModifiers: Adding a bonus check, to return the best LocksmithKit, and modifying the return value.
INT8 bonus, FoundKit;
FoundKit = NO_SLOT;
bonus = -101;
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true)
{
if (Item[pSoldier->inv[bLoop].usItem].locksmithkit )
{
//JMich_SkillModifiers: If the locksmith kit has a bonus, reduce it based on the status, so we use the best bonus.
if (Item[pSoldier->inv[bLoop].usItem].LockPickModifier > 0 )
{
if ( ( Item[pSoldier->inv[bLoop].usItem].LockPickModifier * pSoldier->inv[bLoop][0]->data.objectStatus / 100 ) > bonus )
{
bonus = ( Item[pSoldier->inv[bLoop].usItem].LockPickModifier * pSoldier->inv[bLoop][0]->data.objectStatus / 100 );
FoundKit = bLoop;
}
}
//JMich_SkillModifiers: If on the other hand the locksmith is a shoddy one, keep that penalty regardless of status.
else
{
if ( Item[pSoldier->inv[bLoop].usItem].LockPickModifier > bonus )
{
bonus = Item[pSoldier->inv[bLoop].usItem].LockPickModifier;
FoundKit = bLoop;
}
}
}
}
}
return( FoundKit );
}
INT8 FindWalkman( SOLDIERTYPE * pSoldier )
{
for (INT8 bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() )
{
if (Item[pSoldier->inv[bLoop].usItem].walkman )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindTrigger( SOLDIERTYPE * pSoldier )
{
INT8 invsize = (INT8)pSoldier->inv.size();
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true)
{
if (Item[pSoldier->inv[bLoop].usItem].remotetrigger )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
INT8 FindRemoteControl( SOLDIERTYPE * pSoldier )
{
for (INT8 bLoop = BODYPOSSTART; bLoop < BODYPOSFINAL; ++bLoop)
{
if (pSoldier->inv[bLoop].exists() == true) {
if (Item[pSoldier->inv[bLoop].usItem].robotremotecontrol )
{
return( bLoop );
}
}
}
return( NO_SLOT );
}
UINT16 LowestLaunchableCoolness(UINT16 launcherIndex)
{
UINT16 i = 0;
UINT16 lowestCoolness = 999;
for ( i = 0; i < gMAXITEMS_READ; ++i )
{
if( ValidLaunchable( i, launcherIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= lowestCoolness )
{
lowestCoolness = Item[i].ubCoolness;
}
}
return lowestCoolness;
}
UINT16 PickARandomLaunchable(UINT16 itemIndex)
{
UINT16 usNumMatches = 0;
UINT16 usRandom = 0;
UINT16 lowestCoolness = LowestLaunchableCoolness(itemIndex);
#if 0
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("PickARandomLaunchable: itemIndex = %d", itemIndex));
// WANNE: This should fix the hang on the merc positioning screen (fix by Razer)
//while( !usNumMatches )
{ //Count the number of valid launchables
for( i = 0; i < MAXITEMS; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
//Madd: quickfix: make it not choose best grenades right away.
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
usNumMatches++;
}
}
if( usNumMatches )
{
usRandom = (UINT16)Random( usNumMatches );
for( i = 0; i < MAXITEMS; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
if( ValidLaunchable( i, itemIndex ) && ItemIsLegal(i) && Item[i].ubCoolness <= max(HighestPlayerProgressPercentage()/10,lowestCoolness) )
{
if( usRandom )
usRandom--;
else
{
return i;
}
}
}
}
#endif
// Flugente: the above code is highly dubious.. why do we loop over all items 2 times, and why that obscure usRandom--; business? This can cause an underflow!
BOOLEAN isnight = NightTime();
UINT16 maxcoolness = max( HighestPlayerProgressPercentage() / 10, lowestCoolness );
std::vector<UINT16> legalvec;
for ( UINT16 i = 0; i < gMAXITEMS_READ; ++i )
{
if ( Item[i].usItemClass == 0 )
break;
//Madd: quickfix: make it not choose best grenades right away.
if ( Item[i].ubCoolness <= maxcoolness && ItemIsLegal( i ) && ValidLaunchable( i, itemIndex ) )
{
// Flugente: ignore this item if we aren't allowed to pick it at this time of day
if ( (isnight && Item[i].usItemChoiceTimeSetting == 1) || (!isnight && Item[i].usItemChoiceTimeSetting == 2) )
continue;
legalvec.push_back(i);
++usNumMatches;
}
}
if ( !legalvec.empty() )
{
usRandom = (UINT16)Random( legalvec.size() );
return legalvec[usRandom];
}
return 0;
}
INT16 GetCamoBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = (Item[pObj->usItem].camobonus);// * (WEAPON_STATUS_MOD((*pObj)[0]->data.objectStatus) / 100)) ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (!Item[iter->usItem].camouflagekit && iter->exists())
bonus += (INT16) (Item[iter->usItem].camobonus);// * (WEAPON_STATUS_MOD((*iter)[0]->data.objectStatus) / 100));
}
}
return( bonus );
}
INT16 GetUrbanCamoBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = (Item[pObj->usItem].urbanCamobonus);// * (WEAPON_STATUS_MOD((*pObj)[0]->data.objectStatus) / 100)) ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (!Item[iter->usItem].camouflagekit && iter->exists())
bonus += (INT16) (Item[iter->usItem].urbanCamobonus);// * (WEAPON_STATUS_MOD((*iter)[0]->data.objectStatus) / 100));
}
}
return( bonus );
}
INT16 GetDesertCamoBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = (Item[pObj->usItem].desertCamobonus);// * (WEAPON_STATUS_MOD((*pObj)[0]->data.objectStatus) / 100)) ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (!Item[iter->usItem].camouflagekit && iter->exists())
bonus += (INT16) (Item[iter->usItem].desertCamobonus);// * (WEAPON_STATUS_MOD((*iter)[0]->data.objectStatus) / 100));
}
}
return( bonus );
}
INT16 GetSnowCamoBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = (Item[pObj->usItem].snowCamobonus);// * (WEAPON_STATUS_MOD((*pObj)[0]->data.objectStatus) / 100)) ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if (!Item[iter->usItem].camouflagekit && iter->exists())
bonus += (INT16) (Item[iter->usItem].snowCamobonus);// * (WEAPON_STATUS_MOD((*iter)[0]->data.objectStatus) / 100));
}
}
return( bonus );
}
INT16 GetWornCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() )
{
ttl += GetCamoBonus(&pSoldier->inv[bLoop]);
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].camobonus * fLegPenalty / 2 );
}
}
}
// CHRISL: Add additional loop for LBE items while using new inventory system
if( UsingNewInventorySystem() )
{
for (bLoop = VESTPOCKPOS; bLoop <= BPACKPOCKPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() == true )
ttl += GetCamoBonus(&pSoldier->inv[bLoop]);
}
//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetCamoBonus(&pSoldier->inv[HANDPOS]);
if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
}
INT16 GetWornUrbanCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() )
{
ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].urbanCamobonus * fLegPenalty / 2 );
}
}
}
// CHRISL: Add additional loop for LBE items while using new inventory system
if( UsingNewInventorySystem() )
{
for (bLoop = VESTPOCKPOS; bLoop <= BPACKPOCKPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() == true )
ttl += GetUrbanCamoBonus(&pSoldier->inv[bLoop]);
}
//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetUrbanCamoBonus(&pSoldier->inv[HANDPOS]);
if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetUrbanCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetUrbanCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
}
INT16 GetWornDesertCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].exists() == true )
{
ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].desertCamobonus * fLegPenalty / 2 );
}
}
}
// CHRISL: Add additional loop for LBE items while using new inventory system
if((UsingNewInventorySystem() == true))
{
for (bLoop = VESTPOCKPOS; bLoop <= BPACKPOCKPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].exists() == true )
ttl += GetDesertCamoBonus(&pSoldier->inv[bLoop]);
}
//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetDesertCamoBonus(&pSoldier->inv[HANDPOS]);
if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetDesertCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetDesertCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
}
INT16 GetWornSnowCamo( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
INT16 ttl=0;
for (bLoop = HELMETPOS; bLoop <= LEGPOS; ++bLoop)
{
if ( pSoldier->inv[bLoop].exists() == true )
{
ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
if ( UsingNewInventorySystem() )
if ( bLoop == VESTPOS && pSoldier->inv[VESTPOCKPOS].exists() )
{
// silversurfer: Using LBE vest. Only apply partial bonus from armor vest.
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverVestModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus );
}
else if ( bLoop == LEGPOS )
{
FLOAT fLegPenalty = 0;
// depending on how many leg LBE we use the camo effect of the armor pants is higher or lower
fLegPenalty += pSoldier->inv[LTHIGHPOCKPOS].exists();
fLegPenalty += pSoldier->inv[RTHIGHPOCKPOS].exists();
// Using thigh rigs. Only apply partial bonus from armor pants.
if ( fLegPenalty > 0 )
ttl -= (INT16)( ( 1.0 - gItemSettings.fCamoLBEoverPantsModifier ) * Item[ pSoldier->inv[bLoop].usItem ].snowCamobonus * fLegPenalty / 2 );
}
}
}
// CHRISL: Add additional loop for LBE items while using new inventory system
if((UsingNewInventorySystem() == true))
{
for (bLoop = VESTPOCKPOS; bLoop <= BPACKPOCKPOS; bLoop++)
{
if ( pSoldier->inv[bLoop].exists() == true )
ttl += GetSnowCamoBonus(&pSoldier->inv[bLoop]);
}
//tais: guns can be camouflaged, this will make gun camo have effect when in main/second hand or on gunsling, did a check for guns and nothing else, hope that's enough.
if (pSoldier->inv[HANDPOS].exists() == true && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetSnowCamoBonus(&pSoldier->inv[HANDPOS]);
if (pSoldier->inv[SECONDHANDPOS].exists() == true && Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetSnowCamoBonus(&pSoldier->inv[SECONDHANDPOS]);
if (pSoldier->inv[GUNSLINGPOCKPOS].exists() == true && Item[pSoldier->inv[GUNSLINGPOCKPOS].usItem].usItemClass & IC_WEAPON)
ttl += GetSnowCamoBonus(&pSoldier->inv[GUNSLINGPOCKPOS]);
}
return __max(0, __min( ttl, ( 100 - gGameExternalOptions.bCamoKitArea ) ) );
}
void ApplyEquipmentBonuses(SOLDIERTYPE * pSoldier)
{
if ( pSoldier == NULL) return;
INT16 newCamo = GetWornCamo ( pSoldier );
INT16 oldCamo = pSoldier->wornCamo;
if ( oldCamo != newCamo )
pSoldier->wornCamo = (INT8)newCamo;
INT16 newUrbanCamo = GetWornUrbanCamo ( pSoldier );
INT16 oldUrbanCamo = pSoldier->wornUrbanCamo;
if ( oldUrbanCamo != newUrbanCamo )
pSoldier->wornUrbanCamo = (INT8)newUrbanCamo;
INT16 newDesertCamo = GetWornDesertCamo ( pSoldier );
INT16 oldDesertCamo = pSoldier->wornDesertCamo;
if ( oldDesertCamo != newDesertCamo )
pSoldier->wornDesertCamo = (INT8)newDesertCamo;
INT16 newSnowCamo = GetWornSnowCamo ( pSoldier );
INT16 oldSnowCamo = pSoldier->wornSnowCamo;
if ( oldSnowCamo != newSnowCamo )
pSoldier->wornSnowCamo = (INT8)newSnowCamo;
if ( (newCamo > oldCamo || newUrbanCamo > oldUrbanCamo || newDesertCamo > oldDesertCamo || newSnowCamo > oldSnowCamo )&& pSoldier->bTeam == OUR_TEAM )
{
//CHRISL: This sound interferes with some RPC hiring in NewInv because of the camo bonus some LBE Vests give
if(UsingNewInventorySystem() == false)
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
// WANNE: Only call the method if oldCame != newCamo
if ( pSoldier->bInSector)
pSoldier->CreateSoldierPalettes( );
}
else if ( (newCamo < oldCamo || newUrbanCamo < oldUrbanCamo || newDesertCamo < oldDesertCamo || newSnowCamo < oldSnowCamo )&& pSoldier->bTeam == OUR_TEAM )
{
// WANNE: Only call the method if oldCame != newCamo
if ( pSoldier->bInSector)
pSoldier->CreateSoldierPalettes( );
}
// WANNE: Madd, I commented this, because this leads to IRAs INVISIBLE BUG!
// We should only call the CreateSoldierPalettes if oldCamo != newCamo. See above!
//Madd: do this regardless of camo. This will need to be called to do custom part colours and new overlays anyway.
//if ( pSoldier->bInSector)
// pSoldier->CreateSoldierPalettes( );
// WANNE: I disabled the call, because it leeds to endless loop when examining doors with explosives!
/*
// This should fix the bug and crashes with missing faces
if (SetCamoFace( pSoldier ))
{
DeleteSoldierFace( pSoldier );// remove face
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );// create new face
}
*/
fInterfacePanelDirty = DIRTYLEVEL2;
}
UINT16 GetFirstExplosiveOfType(UINT16 expType)
{
for ( int i = 0; i<gMAXITEMS_READ; ++i )
{
if ( Item[i].usItemClass & (IC_EXPLOSV | IC_GRENADE) && Explosive[Item[i].ubClassIndex].ubType == expType )
return i;
}
return 0;
}
// WDS - Smart goggle switching
OBJECTTYPE* FindSunGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory )
{
INT8 bLoop;
INT16 bonusToBeat = 0;
OBJECTTYPE* pGoggles = 0;
// CHRISL:
// silversurfer: use the sum of day vision bonus and bright light bonus because both help at daytime
// but make sure that day vision bonus is > 0 because we are not always looking at bright lights
for (bLoop = (searchAllInventory ? HELMETPOS : HANDPOS); bLoop < NUM_INV_SLOTS; bLoop++) {
if ( pSoldier->inv[bLoop].exists() == true ) {
if ( Item[pSoldier->inv[bLoop].usItem].dayvisionrangebonus > 0 &&
( Item[pSoldier->inv[bLoop].usItem].dayvisionrangebonus + Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus ) > bonusToBeat &&
Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE ) {
pGoggles = &(pSoldier->inv[bLoop]);
*bSlot = bLoop;
*isAttach = FALSE;
bonusToBeat = Item[pSoldier->inv[bLoop].usItem].dayvisionrangebonus + Item[pSoldier->inv[bLoop].usItem].brightlightvisionrangebonus;
}
if (searchAllInventory) {
for (UINT8 loop = 0; loop < pSoldier->inv[bLoop].ubNumberOfObjects; loop ++){
for (attachmentList::iterator iter = pSoldier->inv[bLoop][loop]->attachments.begin(); iter != pSoldier->inv[bLoop][loop]->attachments.end(); ++iter) {
if ( iter->exists() && Item[ iter->usItem ].dayvisionrangebonus > 0 &&
( Item[ iter->usItem ].dayvisionrangebonus + Item[ iter->usItem ].brightlightvisionrangebonus ) > bonusToBeat &&
Item[ iter->usItem ].usItemClass == IC_FACE ) {
pGoggles = &(*iter);
*bSlot = bLoop;
*isAttach = TRUE;
bonusToBeat = Item[ iter->usItem ].dayvisionrangebonus + Item[ iter->usItem ].brightlightvisionrangebonus;
}
}
}
}
}
}
return( pGoggles );
}
OBJECTTYPE* FindNightGogglesInInv( SOLDIERTYPE * pSoldier, INT8 * bSlot, BOOLEAN * isAttach, BOOLEAN searchAllInventory )
{
INT8 bLoop;
INT16 bonusToBeat = 0;
OBJECTTYPE* pGoggles = 0;
// CHRISL:
// silversurfer: check if we are above ground, night vision is only useful there
if ( pSoldier->bSectorZ == 0 )
{
for (bLoop = (searchAllInventory ? HELMETPOS : HANDPOS); bLoop < NUM_INV_SLOTS; bLoop++) {
if ( pSoldier->inv[bLoop].exists() == true ) {
if (Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE ) {
pGoggles = &(pSoldier->inv[bLoop]);
*bSlot = bLoop;
*isAttach = FALSE;
bonusToBeat = Item[pSoldier->inv[bLoop].usItem].nightvisionrangebonus;
}
if (searchAllInventory) {
for (UINT8 loop = 0; loop < pSoldier->inv[bLoop].ubNumberOfObjects; loop ++){
for (attachmentList::iterator iter = pSoldier->inv[bLoop][loop]->attachments.begin(); iter != pSoldier->inv[bLoop][loop]->attachments.end(); ++iter) {
if ( iter->exists() && Item[ iter->usItem ].nightvisionrangebonus > bonusToBeat && Item[ iter->usItem ].usItemClass == IC_FACE ) {
pGoggles = &(*iter);
*bSlot = bLoop;
*isAttach = TRUE;
bonusToBeat = Item[ iter->usItem ].nightvisionrangebonus;
}
}
}
}
}
}
}
// below ground we need cave vision
else
{
for (bLoop = (searchAllInventory ? HELMETPOS : HANDPOS); bLoop < NUM_INV_SLOTS; bLoop++) {
if ( pSoldier->inv[bLoop].exists() == true ) {
if (Item[pSoldier->inv[bLoop].usItem].cavevisionrangebonus > bonusToBeat && Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_FACE ) {
pGoggles = &(pSoldier->inv[bLoop]);
*bSlot = bLoop;
*isAttach = FALSE;
bonusToBeat = Item[pSoldier->inv[bLoop].usItem].cavevisionrangebonus;
}
if (searchAllInventory) {
for (UINT8 loop = 0; loop < pSoldier->inv[bLoop].ubNumberOfObjects; loop ++){
for (attachmentList::iterator iter = pSoldier->inv[bLoop][loop]->attachments.begin(); iter != pSoldier->inv[bLoop][loop]->attachments.end(); ++iter) {
if ( Item[ iter->usItem ].cavevisionrangebonus > bonusToBeat && Item[ iter->usItem ].usItemClass == IC_FACE && iter->exists() ) {
pGoggles = &(*iter);
*bSlot = bLoop;
*isAttach = TRUE;
bonusToBeat = Item[ iter->usItem ].cavevisionrangebonus;
}
}
}
}
}
}
}
return( pGoggles );
}
FLOAT GetHighestScopeMagnificationFactor( OBJECTTYPE * pObj )
{
FLOAT BestFactor = 1.0;
if ( pObj->exists() == true && UsingNewCTHSystem() == true ) {
BestFactor = Item[pObj->usItem].scopemagfactor;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
BestFactor = __max(BestFactor, Item[iter->usItem].scopemagfactor);
}
}
}
return( BestFactor );
}
INT16 GetMinRangeForAimBonus( SOLDIERTYPE* pSoldier, OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true )
{
// Flugente: check for scope mode
if ( gGameExternalOptions.fScopeModes && pSoldier && pSoldier->bTeam == gbPlayerNum && Item[pObj->usItem].usItemClass == IC_GUN )
{
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
bonus = Item[ObjList[pSoldier->bScopeMode]->usItem].minrangeforaimbonus;
}
else
bonus = Item[pObj->usItem].minrangeforaimbonus;
//bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].minrangeforaimbonus;
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( !gGameExternalOptions.fScopeModes || !IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
bonus += Item[iter->usItem].minrangeforaimbonus;
}
}
return( bonus );
}
// altered by Flugente: uiRange is no more considered
FLOAT GetScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj, FLOAT uiRange )
{
FLOAT BestFactor = 1.0;
FLOAT CurrentFactor = 0.0;
FLOAT TargetMagFactor = __max(1.0f,(FLOAT)uiRange / (FLOAT)gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
FLOAT rangeModifier = gGameCTHConstants.SCOPE_RANGE_MULTIPLIER;
TargetMagFactor = TargetMagFactor / rangeModifier;
// Flugente: if scope modes are allowed, use them
if ( gGameExternalOptions.fScopeModes && pSoldier && pObj->exists() == true && Item[pObj->usItem].usItemClass == IC_GUN)
{
// Flugente: check for scope mode
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObj && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
BestFactor = Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor;
return __max(1.0f, BestFactor);
}
if(pObj->exists() == true && UsingNewCTHSystem() == true)
{
BestFactor = __max(1.0f, Item[pObj->usItem].scopemagfactor);
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if(iter->exists() == true )
{
if(BestFactor == 1.0f)
BestFactor = __max(BestFactor, Item[iter->usItem].scopemagfactor);
else if(Item[iter->usItem].scopemagfactor >= TargetMagFactor)
BestFactor = Item[iter->usItem].scopemagfactor;
}
}
}
return __max(1.0f, BestFactor);
}
FLOAT GetBestScopeMagnificationFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj, FLOAT uiRange )
{
// Flugente: if this weapon is an underbarrel weapon, use the 'carrier' weapon instead
OBJECTTYPE* pObjUsed = pObj;
if ( pObj == pSoldier->GetUsedWeapon( &pSoldier->inv[pSoldier->ubAttackingHand] ) )
{
pObjUsed = &pSoldier->inv[pSoldier->ubAttackingHand];
}
FLOAT BestFactor = 1.0;
FLOAT TargetMagFactor = __max(1.0f,uiRange / (FLOAT)gGameCTHConstants.NORMAL_SHOOTING_DISTANCE);
FLOAT CurrentFactor = 0.0;
FLOAT ActualCurrentFactor = 0.0;
INT32 iCurrentTotalPenalty = 0;
INT32 iBestTotalPenalty = 0;
FLOAT rangeModifier = GetScopeRangeMultiplier(pSoldier, pObjUsed, uiRange);
FLOAT iProjectionFactor = CalcProjectionFactor(pSoldier, pObjUsed, uiRange, 1);
// Flugente: if scope modes are allowed, use them
if ( gGameExternalOptions.fScopeModes && pSoldier && pObjUsed->exists() == true && Item[pObjUsed->usItem].usItemClass == IC_GUN )
{
// Flugente: check for scope mode
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObjUsed, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pObjUsed && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
// now apply the bonus from the scope we use
CurrentFactor = max(1.0f, Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor);
else
CurrentFactor = 1.0f;
// with scope modes we just return the scope factor of the selected optics
return( __max(1.0f, CurrentFactor) );
}
// if not using scope modes find the best scope
else
{
if (TargetMagFactor <= 1.0f)
{
// Target is at Iron Sights range. No scope is required.
return 1.0f;
}
if ( pObj->exists() == true && UsingNewCTHSystem() == true )
{
// Real Scope Magnification Factor from the item
CurrentFactor = __max(1.0f, Item[pObjUsed->usItem].scopemagfactor);
if (CurrentFactor > 1.0f)
{
// Actual Scope Mag Factor is what we get at the distance the target's at.
ActualCurrentFactor = __min(CurrentFactor, (TargetMagFactor/rangeModifier));
if (ActualCurrentFactor >= CurrentFactor * gGameCTHConstants.AIM_TOO_CLOSE_THRESHOLD)
{
// This scope gives no penalty. Record this as the best factor found so far.
BestFactor = CurrentFactor;
iBestTotalPenalty = 0;
}
else
{
// This scopes gives a penalty for shooting under its range.
FLOAT dScopePenaltyRatio = (CurrentFactor * gGameCTHConstants.AIM_TOO_CLOSE_THRESHOLD * rangeModifier / TargetMagFactor);
INT32 iScopePenalty = (INT32)((dScopePenaltyRatio * gGameCTHConstants.AIM_TOO_CLOSE_SCOPE) * (CurrentFactor / 2));
// There's no previous scope to compare with so record this as the best factor for now.
BestFactor = CurrentFactor;
iBestTotalPenalty = iScopePenalty;
}
}
// Now perform the same process for each scope installed on the item. The difference is, we also compare to
// BestTotalPenalty to find the scope that gives the least penalty compared to its bonus.
for (attachmentList::iterator iter = (*pObjUsed)[0]->attachments.begin(); iter != (*pObjUsed)[0]->attachments.end(); ++iter)
{
if (iter->exists() && Item[iter->usItem].scopemagfactor > 1.0f)
{
// Real Scope Magnification Factor from the item
CurrentFactor = __max(1.0f, Item[iter->usItem].scopemagfactor);
// Actual Scope Mag Factor is what we get at the distance the target's at.
ActualCurrentFactor = __min(CurrentFactor, (TargetMagFactor/rangeModifier));
if (ActualCurrentFactor >= CurrentFactor * gGameCTHConstants.AIM_TOO_CLOSE_THRESHOLD)
{
// This scope gives no penalty. Is it any better than the ones we've already processed?
if (iBestTotalPenalty <= 0 && CurrentFactor > BestFactor)
{
// This is the best scope we've found so far. Record it.
BestFactor = CurrentFactor;
iBestTotalPenalty = 0;
}
}
else
{
// This scope will give a penalty if used. Is it worth using compared to other scopes found?
FLOAT dScopePenaltyRatio = (CurrentFactor * gGameCTHConstants.AIM_TOO_CLOSE_THRESHOLD * rangeModifier / TargetMagFactor);
INT32 iScopePenalty = (INT32)((dScopePenaltyRatio * gGameCTHConstants.AIM_TOO_CLOSE_SCOPE) * (CurrentFactor / 2));
// Is this scope any better than the ones we've already processed?
// this new formula takes gaps between different scopes into account because
// even with a penalty a higher power scope is not necessarily a bad choice
// 10x sniper scopes still suck though, at the moment they are useless because of the big penalty
if (dScopePenaltyRatio <= CurrentFactor / (( CurrentFactor + BestFactor ) /2 -1 ) && CurrentFactor > BestFactor)
{
// This is the best scope we've found so far. Record it.
BestFactor = CurrentFactor;
iBestTotalPenalty = iScopePenalty;
}
}
}
}
}
// Now that we have selected the best available scope, don't use it if we get a penalty and have a functional laser
if(iBestTotalPenalty < 0 && iProjectionFactor > 1.0f)
BestFactor = 1.0f;
}
return( __max(1.0f, BestFactor) );
}
// HEADROCK HAM 4: This function finds the best projection equipment (laser/reflex) on the weapon for a given range.
FLOAT GetProjectionFactor( OBJECTTYPE * pObj )
{
FLOAT BestFactor = 1.0;
if ( pObj->exists() == true && UsingNewCTHSystem() == true ) {
BestFactor = __max((FLOAT)Item[pObj->usItem].projectionfactor, 1.0f);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
BestFactor = __max(BestFactor, Item[iter->usItem].projectionfactor);
}
}
}
return( BestFactor );
}
// Flugente: projection factor while using scope modes excludes those factors coming from not-used scopes and sights
FLOAT GetScopeModeProjectionFactor( SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj )
{
if ( !UsingNewCTHSystem() || !pObj || !pObj->exists() || Item[pObj->usItem].usItemClass != IC_GUN )
return 1.0;
if ( !gGameExternalOptions.fScopeModes || !pSoldier || pSoldier->bTeam != gbPlayerNum )
return GetProjectionFactor(pObj);
// Flugente: check for scope mode
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pObj, ObjList);
FLOAT BestFactor = 1.0;
BestFactor = __max((FLOAT)Item[pObj->usItem].projectionfactor, 1.0f);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
// if attachment is scope/sight...
if ( IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT) )
{
// ignore sight if not using it
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD || iter->usItem != ObjList[pSoldier->bScopeMode]->usItem )
continue;
}
BestFactor = __max(BestFactor, Item[iter->usItem].projectionfactor);
}
}
return( BestFactor );
}
FLOAT GetScopeRangeMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, FLOAT d2DDistance )
{
FLOAT iScopeFactor = 0;
FLOAT rangeModifier = gGameCTHConstants.SCOPE_RANGE_MULTIPLIER;
iScopeFactor = GetScopeMagnificationFactor( pSoldier, pObj, d2DDistance );
// if we are not using a scope we will not apply "SCOPE_RANGE_MULTIPLIER"
if ( iScopeFactor <= 1.0 )
rangeModifier = 1.0;
if( gGameOptions.fNewTraitSystem )
{
if(iScopeFactor > 5.0f)
rangeModifier -= (NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ) * 0.05f);
else
rangeModifier -= (NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) * 0.05f);
}
else
rangeModifier -= (NUM_SKILL_TRAITS( pSoldier, PROF_SNIPER_OT ) * 0.05f);
return rangeModifier;
}
UINT8 AllowedAimingLevelsNCTH( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
INT8 aimLevels = 4;
FLOAT iScopeMagFactor = 0.0, rangeMultiplier = 0.0;
BOOLEAN allowed = TRUE;
UINT16 weaponRange;
UINT8 weaponType;
BOOLEAN fTwoHanded, fUsingBipod;
UINT32 uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
rangeMultiplier = GetScopeRangeMultiplier(pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], (FLOAT)uiRange);
// HEADROCK HAM 4: This function has been radically altered AGAIN for the NCTH project.
// Weapons can now have a tag that defines how many aim clicks they should have. Under the NCTH
// system, weapons with FEWER aiming clicks are faster to aim without being any less accurate.
//
// If the weapon lacks a ubAimLevels tag, the program uses the old HAM 3 algorithm to figure
// out how much it should have using its class and range.
// Read from item
aimLevels = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubAimLevels;
fTwoHanded = Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded;
weaponRange = ( Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usRange * GetPercentRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]) ) / 10000;
weaponRange += GetRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]);
weaponType = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType;
fUsingBipod = FALSE;
// SANDRO - throwing knives are a special case, allow 2 aiming clicks for them
if( weaponType == NOT_GUN )
{
aimLevels = 2;
if ( Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usItemClass == IC_THROWING_KNIFE )
{
// minus the bonus for Throwing trait
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
{
aimLevels -= gSkillTraitValues.ubTHBladesAimClicksAdded;
}
}
return ( __max(1, aimLevels) );
}
// If outside limits...
if (aimLevels < 1 ||
aimLevels > 8 )
{
// Probably uninitialized. Run an algorithm instead.
// Read weapon data
// Define basic (no attachments), and absolute maximums
if (weaponType == GUN_PISTOL || weaponType == GUN_M_PISTOL || fTwoHanded == 0)
{
aimLevels = 2;
}
else if (weaponType == GUN_SHOTGUN || weaponType == GUN_LMG || weaponType == GUN_SMG)
{
aimLevels = 3;
}
else if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE ) && weaponRange <= 500)
{
aimLevels = 4;
}
else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) ||
(weaponType == GUN_SN_RIFLE && weaponRange <= 500))
{
aimLevels = 6;
}
else if (weaponType == GUN_SN_RIFLE && weaponRange > 500)
{
aimLevels = 8;
}
else
{
aimLevels = 4;
}
}
// SANDRO - scopes are not gonna give us any aim levels when firing from hip etc.
if ( pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
{
// HEADROCK HAM 4: This modifier from the weapon and its attachments replaces the generic bipod bonus.
UINT8 stance = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
// Flugente: new feature: if the next tile in our sight direction has a height so that we could rest our weapon on it, we do that, thereby gaining the prone boni instead. This includes bipods
if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
stance = ANIM_PRONE;
INT32 moda = GetObjectModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], stance, ITEMMODIFIER_AIMLEVELS );
INT32 modb = GetObjectModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], gAnimControl[ pSoldier->usAnimState ].ubEndHeight, ITEMMODIFIER_AIMLEVELS );
aimLevels += (INT32) ((gGameExternalOptions.ubProneModifierPercentage * moda + (100 - gGameExternalOptions.ubProneModifierPercentage) * modb)/100);
}
aimLevels += GetAimLevelsTraitModifier( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand]);
// however, the alternative stance, reduces number of aim levels on its own
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD )
{
aimLevels = (aimLevels * (100 - gGameExternalOptions.ubAltWeaponHoldingAimLevelsReduced) + 50) / 100; // round up
}
aimLevels = __max(1, aimLevels);
aimLevels = __min(8, aimLevels);
return ((UINT8)aimLevels);
}
UINT8 AllowedAimingLevels(SOLDIERTYPE * pSoldier, INT32 sGridNo)
{
if(UsingNewCTHSystem() == true)
return AllowedAimingLevelsNCTH(pSoldier, sGridNo);
UINT8 aimLevels = 4;
UINT16 sScopeBonus = 0;
BOOLEAN allowed = TRUE;
UINT8 weaponType;
INT32 uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
weaponType = Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType;
if ( gGameExternalOptions.fAimLevelRestriction ) // Extra aiming on/off
{
// HEADROCK HAM B2.6: Dynamic aiming level restrictions based on gun type and attachments.
// HEADROCK HAM 3.5: Revamped this - it was illogically constructed.
if ( gGameExternalOptions.fDynamicAimingTime )
{
// SANDRO - throwing knives are a special case, allow two aiming clicks for them
if( weaponType == NOT_GUN )
{
if ( Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].usItemClass == IC_THROWING_KNIFE )
{
aimLevels = 2;
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, THROWING_NT ) )
{
aimLevels += gSkillTraitValues.ubTHBladesAimClicksAdded;
}
return ( min(6, aimLevels) );
}
else
{
return ( 2 );
}
}
UINT16 weaponRange;
UINT8 maxAimForType, maxAimWithoutBipod;
BOOLEAN fTwoHanded, fUsingBipod;
// Read weapon data
fTwoHanded = Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded;
UINT16 usRange = GetModifiedGunRange(pSoldier->inv[pSoldier->ubAttackingHand].usItem);
weaponRange = ( usRange * GetPercentRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]) ) / 10000;
weaponRange += GetRangeBonus(&pSoldier->inv[pSoldier->ubAttackingHand]);
fUsingBipod = FALSE;
maxAimWithoutBipod = 4;
// Define basic (no attachments), and absolute maximums
if (weaponType == GUN_PISTOL || weaponType == GUN_M_PISTOL )
{
maxAimForType = 2;
aimLevels = 1;
maxAimWithoutBipod = 2;
// SANDRO - STOMP traits - Gunslinger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) )
{
maxAimForType += (gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ));
aimLevels += (gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ));
}
}
else if ((weaponType == GUN_SMG && fTwoHanded == 0) || fTwoHanded == 0)
{
maxAimForType = 2;
aimLevels = 1;
maxAimWithoutBipod = 2;
}
else if (weaponType == GUN_SHOTGUN)
{
maxAimForType = 3;
aimLevels = 2;
maxAimWithoutBipod = 3;
// silversurfer added this - STOMP traits - Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
maxAimForType += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
maxAimWithoutBipod += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
}
}
else if (weaponType == GUN_LMG || (weaponType == GUN_SMG && fTwoHanded == 1))
{
maxAimForType = 3;
aimLevels = 2;
maxAimWithoutBipod = 3;
}
else if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE ) && weaponRange <= 500)
{
maxAimForType = 4;
aimLevels = 2;
maxAimWithoutBipod = 3;
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem && weaponType == GUN_RIFLE )
{
maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
}
}
else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) ||
(weaponType == GUN_SN_RIFLE && weaponRange <= 500))
{
maxAimForType = 6;
aimLevels = 3;
maxAimWithoutBipod = 4;
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if ( gGameOptions.fNewTraitSystem )
{
if( weaponType == GUN_RIFLE )
{
maxAimForType += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
maxAimWithoutBipod += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
}
else if( weaponType == GUN_SN_RIFLE )
{
maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
}
}
}
else if (weaponType == GUN_SN_RIFLE && weaponRange > 500)
{
maxAimForType = 8;
aimLevels = 4;
maxAimWithoutBipod = 3;
// SANDRO - STOMP traits - Sniper bonus aim clicks
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SNIPER_NT ) )
{
maxAimForType += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
maxAimWithoutBipod += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
}
}
else
{
return 4;
}
// Determine whether a bipod is being used (prone)
UINT8 stance = gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
// Flugente: new feature: if the next tile in our sight direction has a height so that we could rest our weapon on it, we do that, thereby gaining the prone boni instead. This includes bipods
if ( gGameExternalOptions.fWeaponResting && pSoldier->IsWeaponMounted() )
stance = ANIM_PRONE;
if (GetBipodBonus(&pSoldier->inv[pSoldier->ubAttackingHand])>0 && stance == ANIM_PRONE )
{
fUsingBipod = TRUE;
}
// SANDRO - scopes are not gonna give us any aim levels when firing from hip etc.
if ( pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
{
// don't break compatibility, let the users choose
if (gGameExternalOptions.iAimLevelsCompatibilityOption != 0)
{
sScopeBonus = OldWayOfCalculatingScopeBonus(pSoldier);
}
//WarmSteel - Using scope aimbonus instead, as it is used elsewhere like this too.
//Also, you won't get extra aimclicks anymore if you're too close to use your scope.
//I've externalized the scope types.
else if ( gGameExternalOptions.fAimLevelsDependOnDistance )
{
if ( gGameExternalOptions.fScopeModes && pSoldier && (&pSoldier->inv[pSoldier->ubAttackingHand])->exists() == true && Item[(&pSoldier->inv[pSoldier->ubAttackingHand])->usItem].usItemClass == IC_GUN)
{
// Flugente: check for scope mode
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand], ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == &pSoldier->inv[pSoldier->ubAttackingHand] && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
}
else
sScopeBonus = GetBaseScopeAimBonus( &pSoldier->inv[pSoldier->ubAttackingHand], uiRange );
}
else
{
sScopeBonus = GetMinRangeForAimBonus( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand]);
}
if ( sScopeBonus >= gGameExternalOptions.sVeryHighPowerScope )
{
aimLevels *= 2;
}
else if ( sScopeBonus >= gGameExternalOptions.sHighPowerScope )
{
aimLevels = (UINT8)((float)(aimLevels+1) * (float)1.5);
}
else if ( sScopeBonus >= gGameExternalOptions.sMediumPowerScope )
{
aimLevels = (UINT8)((float)(aimLevels+1) * (float)1.3);
}
// Smaller scopes increase by one.
else if ( sScopeBonus > 0 )
{
aimLevels++;
}
}
// SANDRO - if using alternative weapon holding, we reduce the aim levels available
else
{
aimLevels = (aimLevels * (100 - gGameExternalOptions.ubAltWeaponHoldingAimLevelsReduced) + 50) / 100; // round up
}
// Make sure not over maximum allowed for weapon type.
if (aimLevels > maxAimForType)
{
aimLevels = maxAimForType;
}
// Make sure not over maximum allowed without a bipod.
if (!fUsingBipod)
{
aimLevels = __min(aimLevels, maxAimWithoutBipod);
}
}
else // JA2 1.13 Basic aiming restrictions (8 levels for 10x scope, 6 levels for 7x scope)
{
OBJECTTYPE* pAttackingWeapon = &pSoldier->inv[pSoldier->ubAttackingHand];
if ( !IsScoped( pAttackingWeapon ) )
{
// No scope. 4 Allowed.
aimLevels = 4;
}
// SANDRO - scopes are not gonna give us any aim levels when firing from hip etc.
else if ( pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
{
//CHRRISL: yeah, this doesn't work. GetMinRangeForAimBonus returns a range value in units while GetBaseScopeAimBonus returns a small number.
// The result is that if fAimLevelsDependOnDistance is false, all scopes are going to grant +4 aim clicks which is definitely not what
// we want to happen. What we do want is simply to know whether we should send the range or use an extreme range value to guarantee that
// the scope is factored.
// sScopeBonus = gGameExternalOptions.fAimLevelsDependOnDistance ?
// GetBaseScopeAimBonus( pAttackingWeapon, iRange )
// : GetMinRangeForAimBonus( pAttackingWeapon );
if (gGameExternalOptions.iAimLevelsCompatibilityOption != 0)
sScopeBonus = OldWayOfCalculatingScopeBonus(pSoldier);
else
{
if ( gGameExternalOptions.fScopeModes && pSoldier && pAttackingWeapon->exists() == true && Item[pAttackingWeapon->usItem].usItemClass == IC_GUN)
{
// Flugente: check for scope mode
std::map<INT8, OBJECTTYPE*> ObjList;
GetScopeLists(pSoldier, pAttackingWeapon, ObjList);
// only use scope mode if gun is in hand, otherwise an error might occur!
if ( (&pSoldier->inv[HANDPOS]) == pAttackingWeapon && ObjList[pSoldier->bScopeMode] != NULL && pSoldier->bScopeMode != USE_ALT_WEAPON_HOLD )
sScopeBonus = Item[ObjList[pSoldier->bScopeMode]->usItem].aimbonus;
}
else
sScopeBonus = gGameExternalOptions.fAimLevelsDependOnDistance ? GetBaseScopeAimBonus( pAttackingWeapon, uiRange ) : GetBaseScopeAimBonus( pAttackingWeapon, 25000 );
}
if ( sScopeBonus >= gGameExternalOptions.sVeryHighPowerScope )
{
aimLevels += 2;
}
if ( sScopeBonus >= gGameExternalOptions.sHighPowerScope )
{
aimLevels += 2;
}
// SANDRO - STOMP traits - Sniper and Ranger bonus aim clicks
if (gGameOptions.fNewTraitSystem )
{
if( weaponType == GUN_RIFLE )
aimLevels += __max( (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT )), (gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) / 2.0f) );
else if( weaponType == GUN_SN_RIFLE )
aimLevels += (gSkillTraitValues.ubSNAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, SNIPER_NT ));
}
}
// SANDRO - STOMP traits - Gunslinger bonus aim clicks
if ((weaponType == GUN_PISTOL || weaponType == GUN_M_PISTOL) &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, GUNSLINGER_NT ) )
{
aimLevels += (gSkillTraitValues.ubGSAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ));
}
// silversurfer added this - STOMP traits - Ranger bonus aim clicks
if ( weaponType == GUN_SHOTGUN &&
gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, RANGER_NT ) )
{
aimLevels += gSkillTraitValues.ubRAAimClicksAdded * NUM_SKILL_TRAITS( pSoldier, RANGER_NT );
}
// SANDRO - if using alternative weapon holding, we reduce the aim levels available
if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD && gGameExternalOptions.fScopeModes )
{
aimLevels /= 2;
}
//CHRISL: The system can't currently support more then 8 aim levels so make sure we can never have more then 8
aimLevels = min(8, aimLevels);
}
}
//CHRISL: Make sure we always limit to the proper number of aim clicks
aimLevels = __max(1, aimLevels);
aimLevels = __min(8, aimLevels);
return aimLevels;
}
UINT8 GetAllowedAimingLevelsForItem( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubStance )
{
if ( !(Item[pObj->usItem].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE)) )
{
return 1;
}
INT8 aimLevels = 4;
// HEADROCK HAM B2.6: Dynamic aiming level restrictions based on gun type and attachments.
// HEADROCK HAM 3.5: Revamped this - it was illogically constructed.
if ( gGameExternalOptions.fDynamicAimingTime )
{
UINT16 weaponRange;
UINT8 weaponType;
BOOLEAN fTwoHanded, fUsingBipod;
aimLevels = 0;
// Read weapon data
fTwoHanded = Item[pObj->usItem].twohanded;
weaponRange = ( Weapon[Item[pObj->usItem].ubClassIndex].usRange * GetPercentRangeBonus(pObj) ) / 10000;
weaponRange += GetRangeBonus(pObj);
weaponType = Weapon[Item[pObj->usItem].ubClassIndex].ubWeaponType;
fUsingBipod = FALSE;
if(UsingNewCTHSystem() == true)
aimLevels = Weapon[Item[pObj->usItem].ubClassIndex].ubAimLevels;
// Only use default values if we don't find a weapon specific value.
if(aimLevels == 0)
{
// Define basic (no attachments), and absolute maximums
if (weaponType == GUN_PISTOL || weaponType == GUN_M_PISTOL || fTwoHanded == 0)
{
aimLevels = 2;
}
else if (weaponType == GUN_SHOTGUN || weaponType == GUN_LMG || weaponType == GUN_SMG)
{
aimLevels = 3;
}
else if ((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE ) && weaponRange <= 500)
{
aimLevels = 4;
}
else if (((weaponType == GUN_AS_RIFLE || weaponType == GUN_RIFLE) && weaponRange > 500) ||
(weaponType == GUN_SN_RIFLE && weaponRange <= 500))
{
aimLevels = 6;
}
else if (weaponType == GUN_SN_RIFLE && weaponRange > 500)
{
aimLevels = 8;
}
else
{
return 4;
}
}
// HEADROCK HAM 4: This modifier from the weapon and its attachments replaces the generic bipod bonus.
aimLevels += GetObjectModifier( pSoldier, pObj, ubStance, ITEMMODIFIER_AIMLEVELS );
aimLevels += GetAimLevelsTraitModifier( pSoldier, pObj );
aimLevels = __max(1, aimLevels);
aimLevels = __min(8, aimLevels);
}
return aimLevels;
}
//Madd: added
INT16 GetStealthBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = BonusReduce(Item[pObj->usItem].stealthbonus,(*pObj)[0]->data.objectStatus);
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += (INT16) BonusReduce(Item[iter->usItem].stealthbonus,(*iter)[0]->data.objectStatus);
}
}
return( bonus );
}
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].exists() )
ttl += GetStealthBonus(&pSoldier->inv[bLoop]);
}
// Add some default stealth ability to mercs with STEALTHY trait - SANDRO
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT ))
ttl += gSkillTraitValues.ubSTStealthBonus;
ttl += pSoldier->GetBackgroundValue(BG_PERC_STEALTH);
return __min( ttl, 100 );
}
/////////////////////////////
// HEADROCK: Several functions created for the Enhanced Description Box project, but may generally be useful some
// day. They calculate item bonuses, ammo bonuses and attachment bonuses, without requiring a SOLDIERTYPE or any
// other variable.
////////////////////////////
//WarmSteel - Function to get the total reliability from the gun and its attachments
INT16 GetReliability( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
bonus += Item[pObj->usItem].bReliability;
//Ammo modifications need to be added aswell
if ( Item[ pObj->usItem ].usItemClass == IC_GUN && (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
{
bonus += Item[( *pObj )[0]->data.gun.usGunAmmoItem].bReliability;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus += Item[iter->usItem].bReliability;
}
return( bonus );
}
// HEADROCK: Function to get the total aim-bonus from the gun and its attachments
INT16 GetFlatAimBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
bonus += Item[pObj->usItem].aimbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus += Item[iter->usItem].aimbonus;
}
return( bonus );
}
// HEADROCK: Function to get the final Loudness value of a gun, after ammo and attachment reductions
INT16 GetFinalLoudness( OBJECTTYPE * pObj )
{
INT16 loudness = 0;
INT16 loudnessModifier = 0;
loudness = Weapon[Item[pObj->usItem].ubClassIndex].ubAttackVolume;
// WANNE: Fix by Headrock
// It seems that the game calculates noise reduction not by adding together the reduction from ammo and all attachments,
// but by applying them to the gun's loudness as percentages one by one.
// So instead of (60+20)% it does 60% and then 20%, giving completely different results.
loudness = ( loudness * GetPercentNoiseVolume( pObj ) ) / 100;
/*
loudnessModifier += Item[pObj->usItem].percentnoisereduction;
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
loudnessModifier += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentnoisereduction ;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
loudnessModifier += BonusReduce( Item[iter->usItem].percentnoisereduction, (*iter)[0]->data.objectStatus ) ;
}
loudness = loudness * ( 100 - loudnessModifier ) / 100;
*/
loudness = __max(loudness, 1);
return ( loudness );
}
// HEADROCK: Function to get AP bonus from an item rather than a soldier
INT16 GetAPBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
bonus += Item[ pObj->usItem ].APBonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].APBonus;
}
return( bonus );
}
// HEADROCK: Alternative function to determine flat to-hit bonus of weapon
INT16 GetFlatToHitBonus( OBJECTTYPE * pObj )
{
INT16 bonus=0;
bonus = Item[pObj->usItem].tohitbonus;
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].tohitbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter){
if(iter->exists())
bonus += Item[iter->usItem].tohitbonus;
}
return( bonus );
}
// HEADROCK: Function to get average of all "best laser range" attributes from weapon and attachments
INT16 GetAverageBestLaserRange( OBJECTTYPE * pObj )
{
INT16 bonus=0;
INT16 numModifiers=0;
if (Item[pObj->usItem].bestlaserrange > 0)
{
numModifiers++;
bonus += Item[pObj->usItem].bestlaserrange;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (Item[iter->usItem].bestlaserrange > 0 && iter->exists())
{
numModifiers++;
bonus += Item[iter->usItem].bestlaserrange;
}
}
if (numModifiers>0)
{
bonus = bonus / numModifiers;
}
return( bonus * gItemSettings.fBestLaserRangeModifier );
}
// get the best laser range from the weapon and attachments
INT16 GetBestLaserRange( OBJECTTYPE * pObj )
{
INT16 range=0;
if (Item[pObj->usItem].bestlaserrange > 0)
{
range = Item[pObj->usItem].bestlaserrange;
}
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (Item[iter->usItem].bestlaserrange > range && iter->exists())
{
range = Item[iter->usItem].bestlaserrange;
}
}
return( range * gItemSettings.fBestLaserRangeModifier );
}
// HEADROCK: This function determines the bipod bonii of the gun or its attachments
INT16 GetBipodBonus( OBJECTTYPE * pObj )
{
INT16 bonus = Item[pObj->usItem].bipod;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter){
if(iter->exists())
bonus += Item[iter->usItem].bipod;
}
return( bonus );
}
// HEADROCK: Added a function to calculate the vision range bonus of an object and its attachments. Takes an argument which determines what type
// of vision range bonus we want to get:
// 0 - Regular
// 1 - Day
// 2 - Night
// 3 - Bright Light
// 4 - Cave
INT16 GetItemVisionRangeBonus( OBJECTTYPE * pObj, INT16 VisionType )
{
INT16 bonus = 0;
if (VisionType == 0)
{
bonus += Item[ pObj->usItem ].visionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].visionrangebonus;
}
}
else if (VisionType == 1)
{
bonus += Item[ pObj->usItem ].dayvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].dayvisionrangebonus;
}
}
else if (VisionType == 2)
{
bonus += Item[ pObj->usItem ].nightvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].nightvisionrangebonus;
}
}
else if (VisionType == 3)
{
bonus += Item[ pObj->usItem ].brightlightvisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].brightlightvisionrangebonus;
}
}
else if (VisionType == 4)
{
bonus += Item[ pObj->usItem ].cavevisionrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if(iter->exists())
bonus += Item[iter->usItem].cavevisionrangebonus;
}
}
return( bonus );
}
// HEADROCK: function to get Tunnel Vision percent from an item and its attachments
UINT8 GetItemPercentTunnelVision( OBJECTTYPE * pObj )
{
UINT8 bonus = Item[ pObj->usItem ].percenttunnelvision;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus += Item[iter->usItem].percenttunnelvision;
}
bonus = __min(bonus, 100);
return( bonus );
}
// HEADROCK: Function to calculate hearing range bonus without SOLDIERTYPE, from an item and its attachments
INT16 GetItemHearingRangeBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
bonus += Item[ pObj->usItem ].hearingrangebonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus += Item[ iter->usItem ].hearingrangebonus;
}
return( bonus );
}
// HEADROCK: Flash Suppression Detector function that does not use SOLDIERTYPE.
BOOLEAN IsFlashSuppressorAlt( OBJECTTYPE * pObj )
{
if ( AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].tracerEffect )
return FALSE;
if ( Item[pObj->usItem].hidemuzzleflash )
return TRUE;
if ( Item[(*pObj)[0]->data.gun.usGunAmmoItem].hidemuzzleflash )
return TRUE;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if ( iter->exists( ) && Item[iter->usItem].hidemuzzleflash )
{
return( TRUE );
}
}
return( FALSE );
}
// HEADROCK: Calculate stealth not based on item status
INT16 GetBasicStealthBonus( OBJECTTYPE * pObj )
{
INT16 bonus = 0;
if ( pObj->exists() == true ) {
bonus = Item[pObj->usItem].stealthbonus;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if(iter->exists())
bonus += (INT16) Item[iter->usItem].stealthbonus;
}
}
return( bonus );
}
// HEADROCK HAM 4: Calculate a gun's accuracy, including bonuses from ammo and attachments.
INT32 GetGunAccuracy( OBJECTTYPE *pObj )
{
// Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy
FLOAT accuracyheatmultiplicator = 1.0;
if ( gGameExternalOptions.fWeaponOverheating )
{
FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pObj );
FLOAT accuracymalus = (max(1.0f, overheatdamagepercentage) - 1.0f) * 0.1f;
accuracyheatmultiplicator = max(0.0f, 1.0f - accuracymalus);
}
if ( !UsingNewCTHSystem() )
return( (INT32)(accuracyheatmultiplicator * Weapon[pObj->usItem].bAccuracy) );
INT32 bonus = 0;
if ( pObj->exists() )
{
bonus = (INT32)(accuracyheatmultiplicator * Weapon[Item[pObj->usItem].uiIndex].nAccuracy);
bonus = (bonus * (*pObj)[0]->data.gun.bGunStatus) / 100;
INT32 iModifier = GetAccuracyModifier( pObj );
// Accuracy works in a very different way from most modifiers. At low levels, a small change is almost completely
// irrelevant. At high levels, every point of accuracy can potentially increase the gun's effective range by
// a large amount. Therefore, we apply this percentage in REVERSE - the higher our accuracy, the less change
// we receive.
// You can look at it a different way: We're actually adding/subtracting a percentage of the distance between
// the gun's accuracy and Max Accuracy (100).
// Examples:
// Modifier = +20%
// Initial Gun Accuracy = 90, Final Gun Accuracy = 90 + (20% of the gap = 20% of 100-90 = 20% of 10 = 2) = 92.
// Initial Gun Accuracy = 10, Final Gun Accuracy = 10 + (20% of the gap = 20% of 100-10 = 20% of 90 = 18) = 28.
bonus += ((100-bonus) * iModifier) / 100;
}
bonus = __max(0,bonus);
bonus = __min(100,bonus);
return( bonus );
}
// Get Accuracy Modifier from an item and its attachments
INT32 GetAccuracyModifier( OBJECTTYPE *pObj )
{
INT32 bonus = 0;
if ( pObj->exists() && UsingNewCTHSystem() )
{
bonus += Item[ pObj->usItem ].percentaccuracymodifier;
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
bonus += Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentaccuracymodifier;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
{
if (iter->exists())
{
bonus += BonusReduceMore( (INT32) Item[iter->usItem].percentaccuracymodifier, (*iter)[0]->data.objectStatus );
}
}
}
return bonus;
}
// HEADROCK HAM 3.6: This is meant to squash an exploit where a backpack can be moved to your hand to avoid AP penalties.
// CHRISL: Carrying an empty backpack in a none BACKPACKPOS location shoudln't be an issue.
INT8 FindBackpackOnSoldier( SOLDIERTYPE * pSoldier )
{
for ( INT8 bLoop = 0; bLoop < NUM_INV_SLOTS; ++bLoop )
{
if (pSoldier->inv[bLoop].exists())
{
if( bLoop == BPACKPOCKPOS )
return( bLoop );
if (Item[pSoldier->inv[bLoop].usItem].usItemClass & IC_LBEGEAR &&
LoadBearingEquipment[Item[pSoldier->inv[bLoop].usItem].ubClassIndex].lbeClass == BACKPACK)
{
for (INT8 bLoop2 = 0; bLoop2 < pSoldier->inv[bLoop].ubNumberOfObjects; ++bLoop2)
{
if ( pSoldier->inv[bLoop].IsActiveLBE(bLoop2) )
return( bLoop );
}
}
}
}
return( ITEM_NOT_FOUND );
}
// HEADROCK HAM 3.6: This applies the INI modifier to explosives
UINT8 GetModifiedExplosiveDamage( UINT16 sDamage, UINT8 ubType )
{
if (sDamage == 0)
{
return(0);
}
// apply ini modifiers by type
if ( ubType == 0 ) // type 0 is health damage
sDamage = (FLOAT)(( sDamage * gGameExternalOptions.iExplosivesDamageModifier * gItemSettings.fDamageHealthModifierExplosive ) / 100);
else if ( ubType == 1 ) // type 1 is breath damage
sDamage = (FLOAT)(( sDamage * gGameExternalOptions.iExplosivesDamageModifier * gItemSettings.fDamageBreathModifierExplosive ) / 100);
else
return(0); // undefined type
sDamage = __max(1, sDamage);
sDamage = __min(255, sDamage);
return (UINT8)sDamage;
}
UINT8 GetModifiedMeleeDamage( UINT16 sDamage )
{
if (sDamage == 0)
{
return(0);
}
sDamage = (INT16)(( sDamage * gGameExternalOptions.iMeleeDamageModifier ) / 100);
sDamage = __max(1, sDamage);
sDamage = __min(255, sDamage);
return (UINT8)sDamage;
}
UINT8 GetModifiedGunDamage( UINT16 sDamage )
{
if (sDamage == 0)
{
return(0);
}
sDamage = (INT16)(( sDamage * gGameExternalOptions.iGunDamageModifier ) / 100);
sDamage = __max(1, sDamage);
sDamage = __min(255, sDamage);
return (UINT8)sDamage;
}
UINT16 GetModifiedGunRange(UINT16 usWeaponIndex)
{
UINT16 ubRange = Weapon[usWeaponIndex].usRange;
if (ubRange == 0)
{
return(0);
}
// Only apply range modifier on "real" guns!
if (Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_GUN )
ubRange = (INT16)((FLOAT)( ubRange * gGameExternalOptions.iGunRangeModifier ) / 100 * gItemSettings.fRangeModifierGun[ Weapon[usWeaponIndex].ubWeaponType ] );
else if (Item[Weapon[usWeaponIndex].uiIndex].usItemClass == IC_LAUNCHER )
ubRange = (INT16)((FLOAT)( ubRange * gGameExternalOptions.iGunRangeModifier ) / 100 * gItemSettings.fRangeModifierLauncher );
return (UINT16)ubRange;
}
/////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - Added a procedure to reduce camo on soldier, used when applying camo kit
INT16 ReduceCamoFromSoldier( SOLDIERTYPE * pSoldier, INT16 iCamoToRemove, INT16 iCamoToSkip )
{
INT32 i;
UINT16 iCamoToRemovePart = 3;
if( iCamoToSkip > 0 ) // iCamoToSkip determines what camo type should not be reduced
iCamoToRemovePart = 2;
if ( (pSoldier->bCamo == 0) && (iCamoToSkip != 1) )
iCamoToRemovePart -= 1;
if ( (pSoldier->urbanCamo == 0) && (iCamoToSkip != 2) )
iCamoToRemovePart -= 1;
if ( (pSoldier->desertCamo == 0) && (iCamoToSkip != 3) )
iCamoToRemovePart -= 1;
if ( (pSoldier->snowCamo == 0) && (iCamoToSkip != 4) )
iCamoToRemovePart -= 1;
// this should never happen, but if, we still might try to go through the procedure below
if ( iCamoToRemovePart < 0 )
iCamoToRemovePart = 0;
for (i = 0; i < 4; ++i ) // 4 times should be enough, a little paranoya here
{
// first, try to reduce jungle camo
if ( ((iCamoToRemove / (1 + iCamoToRemovePart)) <= pSoldier->bCamo) && (pSoldier->bCamo > 0) && (iCamoToSkip != 1) )
{
// jungle camo enough to reduce
pSoldier->bCamo -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemove -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
else if ((pSoldier->bCamo > 0) && (iCamoToSkip != 1))
{
// jungle camo not enough to reduce by intended value, reduce only by what we have
iCamoToRemove -= pSoldier->bCamo;
pSoldier->bCamo = 0;
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
// second, try to reduce urban camo
if ( ((iCamoToRemove / (1 + iCamoToRemovePart)) <= pSoldier->urbanCamo) && (pSoldier->urbanCamo > 0) && (iCamoToSkip != 2) )
{
// urban camo enough to reduce
pSoldier->urbanCamo -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemove -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
else if ((pSoldier->urbanCamo > 0) && (iCamoToSkip != 2))
{
// urban camo not enough to reduce by intended value, reduce only by what we have
iCamoToRemove -= pSoldier->urbanCamo;
pSoldier->urbanCamo = 0;
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
// third, try to reduce desert camo
if ( ((iCamoToRemove / (1 + iCamoToRemovePart)) <= pSoldier->desertCamo) && (pSoldier->desertCamo > 0) && (iCamoToSkip != 3) )
{
// desert camo enough to reduce
pSoldier->desertCamo -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemove -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
else if ((pSoldier->desertCamo > 0) && (iCamoToSkip != 3))
{
// desert camo not enough to reduce by intended value, reduce only by what we have
iCamoToRemove -= pSoldier->desertCamo;
pSoldier->desertCamo = 0;
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
// fourth, try to reduce snow camo
if ( ((iCamoToRemove / (1 + iCamoToRemovePart)) <= pSoldier->snowCamo) && (pSoldier->snowCamo > 0) && (iCamoToSkip != 4) )
{
// snow camo enough to reduce
pSoldier->snowCamo -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemove -= max(1,(iCamoToRemove / (1 + iCamoToRemovePart)));
iCamoToRemovePart = max( 0,(iCamoToRemovePart - 1));
if( iCamoToRemove <= 0 )
break;
}
else if ((pSoldier->snowCamo > 0) && (iCamoToSkip != 4))
{
// snow camo not enough to reduce by intended value, reduce only by what we have
iCamoToRemove -= pSoldier->snowCamo;
pSoldier->snowCamo = 0;
if( iCamoToRemove <= 0 )
break;
}
}
// return remaining value or zero
return( max( 0, iCamoToRemove));
}
// SANDRO - added function to determine if we have Extended Ear on
BOOLEAN HasExtendedEarOn( SOLDIERTYPE * pSoldier )
{
// optimistically assume, that anything electronic with hearing range bonus serves as extended ear as well
if ( pSoldier->inv[HEAD1POS].exists() && (pSoldier->inv[HEAD1POS].usItem == EXTENDEDEAR ||
(Item[pSoldier->inv[HEAD1POS].usItem].hearingrangebonus > 0 && Item[pSoldier->inv[HEAD1POS].usItem].electronic)) )
{
return( TRUE );
}
else if ( pSoldier->inv[HEAD2POS].exists() && (pSoldier->inv[HEAD2POS].usItem == EXTENDEDEAR ||
(Item[pSoldier->inv[HEAD2POS].usItem].hearingrangebonus > 0 && Item[pSoldier->inv[HEAD2POS].usItem].electronic)) )
{
return( TRUE );
}
return( FALSE );
}
BOOLEAN UseTotalMedicalKitPoints( SOLDIERTYPE * pSoldier, UINT16 usPointsToConsume )
{
OBJECTTYPE * pObj;
UINT8 ubPocket;
INT8 bLoop;
// add up kit points of all medkits
// CHRISL: Changed to dynamically determine max inventory locations.
for (ubPocket = HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
{
if ( IsMedicalKitItem( &( pSoldier->inv[ ubPocket ] ) ) )
{
pObj = &(pSoldier->inv[ ubPocket ]);
// start consuming from the last kit in, so we end up with fewer fuller kits rather than
// lots of half-empty ones.
for (bLoop = pObj->ubNumberOfObjects - 1; bLoop >= 0; bLoop--)
{
if( (usPointsToConsume * (max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction)))/100) < (*pObj)[bLoop]->data.objectStatus )
{
(*pObj)[bLoop]->data.objectStatus -= (INT8)(usPointsToConsume * (max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction) ) )/100);
usPointsToConsume = 0;
break;
}
else
{
// consume this kit totally
usPointsToConsume -= (((*pObj)[bLoop]->data.objectStatus) / (max( 0, (100 - Item[pObj->usItem].percentstatusdrainreduction))) /100);
(*pObj)[bLoop]->data.objectStatus = 0;
pObj->ubNumberOfObjects--;
}
}
// check if pocket/hand emptied..update inventory, then update panel
if( pObj->exists() == false )
{
// Delete object
DeleteObj( pObj );
// dirty interface panel
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
if( usPointsToConsume <= 0 )
break;
}
}
if (usPointsToConsume > 0)
return( FALSE );
else
return( TRUE );
}
static UINT16 OldWayOfCalculatingScopeBonus(SOLDIERTYPE *pSoldier)
{
// Yes, this may look stupid, maybe it IS stupid, but this is purely an option
// to use code that was checked in before.
// Please, do not trash it again.
return max(0, GetMinRangeForAimBonus( pSoldier, &pSoldier->inv[pSoldier->ubAttackingHand])
* gGameExternalOptions.iAimLevelsCompatibilityOption / gGameExternalOptions.ubStraightSightRange);
}
// Flugente
FLOAT GetItemCooldownModificator( OBJECTTYPE * pObj )
{
FLOAT modificator = Item[pObj->usItem].overheatCooldownModificator;
if ( pObj->exists() == true )
{
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if (iter->exists())
{
modificator += Item[iter->usItem].overheatCooldownModificator;
}
}
}
return modificator;
}
FLOAT GetItemCooldownFactor( OBJECTTYPE * pObj )
{
FLOAT cooldownfactor = Item[pObj->usItem].usOverheatingCooldownFactor; // ... get item-specific cooldown factor ...
if ( Item[pObj->usItem].usItemClass & IC_GUN )
cooldownfactor *= gItemSettings.fOverheatCooldownModifierGun[ Weapon[ pObj->usItem ].ubWeaponType ];
else if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER )
cooldownfactor *= gItemSettings.fOverheatCooldownModifierLauncher;
FLOAT modificator = 1.0f + GetItemCooldownModificator( pObj );
cooldownfactor *= modificator;
return cooldownfactor;
}
void GetScopeLists( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, std::map<INT8, OBJECTTYPE*>& arScopeMap )
{
// build a list of all available scopes and sights ( we always have at least one: our weapon's iron sights)
arScopeMap[USE_BEST_SCOPE] = pObj;
for (INT8 i = USE_SCOPE_2; i < NUM_SCOPE_MODES; ++i)
{
arScopeMap[i] = NULL;
}
// dual wielding only allows iron sights or similar attachments
BOOLEAN bDualWielding = FALSE;
if( (Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN && !Item[pSoldier->inv[HANDPOS].usItem].twohanded)
&& (Item[pSoldier->inv[SECONDHANDPOS].usItem].usItemClass & IC_GUN && !Item[pSoldier->inv[SECONDHANDPOS].usItem].twohanded) )
bDualWielding = TRUE;
// certain attachments prohibit the use of an iron sight once they are installed (flip-up built-in sights)
BOOLEAN noironsight = ( Item[pObj->usItem].blockironsight == TRUE );
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() )
{
if ( Item[iter->usItem].blockironsight == TRUE )
noironsight = TRUE;
if ( IsAttachmentClass(iter->usItem, AC_SCOPE|AC_SIGHT|AC_IRONSIGHT ) )
{
// dual wielding only allows iron sights or similar attachments
if( bDualWielding && IsAttachmentClass(iter->usItem, AC_SCOPE) )
continue;
FLOAT magfactor = Item[iter->usItem].scopemagfactor;
// fix: if there is no scopemagfactor (or suspiciously small one), assume it to be 1.0f
if ( magfactor < 0.1f )
magfactor = 1.0f;
BOOLEAN isplaced = false;
for (INT8 i = USE_BEST_SCOPE; i < NUM_SCOPE_MODES; ++i)
{
if ( arScopeMap[i] && magfactor > Item[arScopeMap[i]->usItem].scopemagfactor )
{
// fit scope into existing list: move other entries down
for (INT8 j = NUM_SCOPE_MODES; j > i; --j)
{
arScopeMap[j] = arScopeMap[j-1];
}
arScopeMap[i] = &(*iter);
isplaced = true;
break;
}
}
// we have a scope that wasn't placed anywhere, as its magfactor is worse than everything else we have. Still, we put this thing to the end of our list
if ( !isplaced )
{
// determine which scope this would be and insert it
for (INT8 i = USE_BEST_SCOPE; i < NUM_SCOPE_MODES; ++i)
{
if ( !arScopeMap[i] )
{
arScopeMap[i] = &(*iter);
break;
}
}
}
}
}
}
// attachments might block the iron sights, we might not be able to use them...
if ( noironsight )
{
// if we have at least one other scope to use
if ( arScopeMap[USE_BEST_SCOPE] != NULL && arScopeMap[USE_SCOPE_2] != NULL )
{
// determine position of iron sight, delete it, move up all following scopes
for (INT8 i = USE_BEST_SCOPE; i < NUM_SCOPE_MODES; ++i)
{
if ( arScopeMap[i] == pObj )
{
arScopeMap.erase(i);
// move other entries down
for (INT8 j = NUM_SCOPE_MODES; j > i; --j)
{
arScopeMap[j] = arScopeMap[j-1];
}
break;
}
}
}
}
}
BOOLEAN IsAttachmentClass( UINT16 usItem, UINT32 aFlag )
{
return( (Item[usItem].attachmentclass & aFlag) != 0 );
}
BOOLEAN HasAttachmentOfClass( OBJECTTYPE * pObj, UINT32 aFlag )
{
if ( pObj->exists() )
{
// check all attachments
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
if ( iter->exists() && IsAttachmentClass( iter->usItem, aFlag ) )
return( TRUE );
}
}
return( FALSE );
}
//DBrot: calculate the volume already taken up by other pouches attached to this carrier
UINT8 GetVolumeAlreadyTaken(OBJECTTYPE * pObj, INT16 exceptSlot)
{
UINT8 sum=0;
if ( pObj->exists() )
{
std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObj);
OBJECTTYPE* pAttachment;
for ( UINT16 slotCount = 0; slotCount < usAttachmentSlotIndexVector.size( ); ++slotCount )
{
if( slotCount == exceptSlot)
continue;
pAttachment = (*pObj)[0]->GetAttachmentAtIndex(slotCount);
if(pAttachment->exists() && Item[pAttachment->usItem].usItemClass == IC_LBEGEAR)
{
sum += LBEPocketType[GetFirstPocketOnItem(pAttachment->usItem)].pVolume;
}
}
}
return sum;
}
//DBrot: search the attachments for a pocket
INT16 GetPocketFromAttachment(OBJECTTYPE * pObj, UINT8 pMap, int subObject)
{
std::vector<UINT16> usAttachmentSlotIndexVector = GetItemSlots(pObj, subObject);
OBJECTTYPE* pAttachment;
for ( UINT16 slotCount = 0; slotCount < usAttachmentSlotIndexVector.size( ); ++slotCount )
{
if(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].ubPocketMapping -1 == pMap)
{
pAttachment = (*pObj)[subObject]->GetAttachmentAtIndex(slotCount);
if(pAttachment->exists() && Item[pAttachment->usItem].usItemClass == IC_LBEGEAR)
{
return(GetFirstPocketOnItem(pAttachment->usItem));
}
}
}
return 0;
}
UINT8 GetFirstPocketOnItem(UINT16 usIndex)
{
UINT8 pocket = 0;
for(UINT8 i = 0; i < LoadBearingEquipment[Item[usIndex].ubClassIndex].lbePocketIndex.size(); ++i)
{
pocket = LoadBearingEquipment[Item[usIndex].ubClassIndex].lbePocketIndex[i];
if ( pocket )
{
return pocket;
}
}
return pocket;
}
extern void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags);
///////////////////////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 5: Item Transformation.
// Item Transformation is a new way to interact with items. Where Merges combine two items into one, a Transformation
// can turn one item into another item, or into more than one item.
// To instigate a Transformation, the player uses a menu to choose the desired effect. Then the program comes here to
// see how it's done.
// The instructions for performing a specific transformation are drawn from XML and fed into this function as a pointer.
// They tell us what items will result from this transformation, as well as the APBP cost.
BOOLEAN OBJECTTYPE::TransformObject( SOLDIERTYPE * pSoldier, UINT8 ubStatusIndex, TransformInfoStruct * Transform, OBJECTTYPE *pParent )
{
// The argument "Transform" is a pointer to an entry in the Transformation Data array. By looking at the pointer we
// can determine all the data we need. Therefore, this pointer must not be null!
AssertMsg( Transform != NULL, String( "OBJECTTYPE::TransformObject attempt with invalid Transformation data." ) );
// Booleans to track what happened during the transformation.
BOOLEAN fSplit = FALSE;
BOOLEAN fDropped = FALSE;
BOOLEAN fRemoved = FALSE;
BOOLEAN fItemInPool = FALSE;
// This boolean tracks whether we've managed to place an item in a soldier's inventory.
BOOLEAN fFoundPlaceInInventory = FALSE;
// Constants for storing details about the original item.
OBJECTTYPE TempItem;
UINT16 usOrigItem = this->usItem;
UINT32 uiOrigClass = Item[this->usItem].usItemClass;
UINT8 ubOrigNumObjects = this->ubNumberOfObjects;
INT16 ubOrigStatus = (*this)[ubStatusIndex]->data.objectStatus; //Madd: moved this up here, since it was getting corrupted when applied to multiple results -- all statuses were coming back as 0
UINT16 usAPCost = 0;
INT32 iBPCost = 0;
// An array to store all result items.
UINT16 usResult[MAX_NUM_TRANSFORMATION_RESULTS];
UINT32 iNumResults = 0;
// Start reading transformation data with APBP costs.
usAPCost = Transform->usAPCost;
iBPCost = Transform->iBPCost;
// Check whether our soldier can afford this transformation!
if (!EnoughPoints( pSoldier, (INT16)usAPCost, iBPCost, true ))
{
return false;
}
else
{
// Soldier can afford the transformation. Deduct APBP as necessary.
DeductPoints( pSoldier, (INT16)usAPCost, iBPCost, false );
}
// Read all result items for this transformation. Record them into an array.
for (UINT32 curResult = 0; curResult < MAX_NUM_TRANSFORMATION_RESULTS; ++curResult)
{
if (Transform->usResult[curResult] > 0)
{
usResult[curResult] = Transform->usResult[curResult];
// Flugente: resolution of random items
UINT16 rdresult = 0;
if ( GetItemFromRandomItem(usResult[curResult], &rdresult) )
usResult[curResult] = rdresult;
// Count the number of valid result items
++iNumResults;
}
}
// If there are no result items, the Transformation is illegal - we need at least one resulting item!
AssertMsg( iNumResults, String( "OBJECTTYPE::TransformObject attempting to transform an object which has no resulting items defined!" ) );
if (iNumResults > 1)
{
fSplit = TRUE;
}
// Play a gun-cocking sound, it's the best one we've got ATM.
PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
// Before we continue, lets check whether our object is in the sector inventory.
// Is the sector inventory open?
if (fShowMapInventoryPool)
{
// Is our object currently in the pool?
for (UINT32 x = 0; x < pInventoryPoolList.size(); x++)
{
if (pInventoryPoolList[x].object.exists())
{
if (&(pInventoryPoolList[x].object) == this)
{
// Aha! In that case, all transformations will be done directly at the sector pool,
// with multiple results ending on the ground rather than in the inventory.
fItemInPool = TRUE;
break;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// The Transformation itself
////////////////////////////////////////////////////////////////////////////////////////////////////
// We're going to do the transformation in steps, going hierarchially down from the item's own attachments,
// to itsself, then its parents, and finally resulting items and unrelated inventory.
// Note that we'll need to change the item's usItem property several times during this process, so lets
// record its original usItem now.
UINT16 usOldItem = this->usItem;
// STEP 1: Attachments and subsidiary objects.
// First of all, if the original item is a gun, we'll need to see if it can hold the same magazine after the
// transformation. If it can't, the magazine will be ejected immediately into the soldier's inventory.
// Is this a gun, AND does it have any ammo loaded?
if ( Item[this->usItem].usItemClass == IC_GUN && (*this)[ubStatusIndex]->data.gun.usGunAmmoItem != NONE && (*this)[ubStatusIndex]->data.gun.ubGunShotsLeft > 0 )
{
// Is the resulting item not a gun, OR is the resulting item of a different caliber, OR is the resulting item's
// magazine too small?
if ( Item[usResult[0]].usItemClass != IC_GUN || Weapon[Item[usResult[0]].ubClassIndex].ubCalibre != Weapon[Item[this->usItem].ubClassIndex].ubCalibre || (*this)[ubStatusIndex]->data.gun.ubGunShotsLeft > Weapon[Item[usResult[0]].ubClassIndex].ubMagSize )
{
// item types/calibers/magazines don't match, spit out old ammo
EjectAmmoAndPlace(pSoldier, this);
}
}
// STEP 2: Check the item's attachments to see whether they still fit.
// We'll have to fool this function into thinking we've already changed the item.
// Note that this function automatically drops invalid attachments to the ground.
attachmentList unattachableList;
this->usItem = usResult[0];
// Repeat for each object in the stack.
for ( UINT8 x = 0; x < this->ubNumberOfObjects; ++x )
{
unattachableList = ReInitMergedItem(pSoldier, this, usOldItem, x);
}
this->usItem = usOldItem;
//RemoveProhibitedAttachments(pSoldier, this, usOldItem);
///////////////////////////////////////////////////////////////
// TRANSFORM
this->usItem = usResult[0];
// Record the new itemclass
UINT32 uiNewClass = Item[this->usItem].usItemClass;
// Flugente: if the new item is a food item (and the old one wasn't), we define it to be fresh, so adjust its temperature
if ( Item[usOldItem].foodtype == 0 && Item[this->usItem].foodtype > 0 )
(*this)[0]->data.bTemperature = OVERHEATING_MAX_TEMPERATURE;
// Make a clone of this object, so that we can point the DescBox to it later if we run into any problems.
gCloneItemDescObject = *(this);
///////////////////////////////////////////////////////////////
////////////////////
// Placement checks
// Is the item an attachment? If so, check its parent to see if it's still compatible.
if (pParent != NULL)
{
// When transforming an attachment, "THIS" is actually a copy of the object, called Object2. So transforming
// "this" would only yield, at most, a superficial change (Description Box will change). The attachment item
// itself will not change at all.
// Lets change the attachment item directly, then.
gpItemDescOrigAttachmentObject->usItem = usResult[0];
// Make a copy of it, so we know what data it contained.
OBJECTTYPE pClone = *gpItemDescOrigAttachmentObject;
// Test the parent now. See whether all attachments are still valid on it.
ReInitMergedItem(pSoldier, pParent, pParent->usItem, ubStatusIndex);
// Flugente: sometimes gpItemDescObject gets corrupted during ReInitMergedItem(...), so we have to repair that here
gpItemDescObject = &gCloneItemDescObject;
gpItemDescOrigAttachmentObject = NULL;
// After reiniting the attachments on the parent, "this" still exists, but the actual object is gone.
// Lets look through the parent's attachments list, and see if we can find it again.
UINT8 ubNewAttachmentsIndex = 0;
for(attachmentList::iterator iter = (*pParent)[ubStatusIndex]->attachments.begin(); iter != (*pParent)[ubStatusIndex]->attachments.end(); iter++, ubNewAttachmentsIndex++)
{
if(iter->exists())
{
// Compare it to the clone we made earlier.
if (*(iter) == pClone)
{
// Yes, here it is!
gpItemDescOrigAttachmentObject = (*pParent)[ubStatusIndex]->GetAttachmentAtIndex( ubNewAttachmentsIndex );
break;
}
}
}
// Have we failed to find our item on the reinited parent?
if (gpItemDescOrigAttachmentObject == NULL)
{
// It has been removed. Lets reset all the Description Box extra variables.
// Note that by doing this, we actually trigger closing the description box later down the line.
pParent = NULL;
gfItemDescObjectIsAttachment = NULL;
gpItemDescPrevObject = NULL;
fRemoved = TRUE;
}
}
// Our object is not an attachment. If it is on a soldier, it may still not fit in the pocket where
// it is currently placed, so lets see if we have to move it.
else if (!fItemInPool)
{
for (INT8 bPocket = HELMETPOS; bPocket < NUM_INV_SLOTS; bPocket++)
{
if (&(pSoldier->inv[bPocket]) == this)
{
// Found our item. Does it fit in this slot?
if (!CanItemFitInPosition(pSoldier, this, bPocket, FALSE) )
{
if (!AutoPlaceObject( pSoldier, this, TRUE ))
{
fDropped = TRUE;
AutoPlaceObjectToWorld( pSoldier, this, TRUE );
//Unfortunately the above function will not erase the item in tactical mode, so lets
//double-check.
if (pSoldier->inv[bPocket].exists() )
{
DeleteObj( &(pSoldier->inv[bPocket]) );
}
}
// Whatever we've done with it, THIS is no longer a valid item, so lets
// fool the desc box by switching it with the clone.
gpItemDescObject = &gCloneItemDescObject;
}
break;
}
}
}
// If either the new or old items were LBEs, lets check the entire LBE inventory for item-size compatibility!
//if (uiOrigClass & IC_LBEGEAR || uiNewClass & IC_LBEGEAR )
if (!fItemInPool)
{
for (INT8 bPocket = HELMETPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
if (pSoldier->inv[bPocket].exists())
{
// Found an item. Does it still fit inside its own slot?
if (!CanItemFitInPosition(pSoldier, &(pSoldier->inv[bPocket]), bPocket, FALSE) )
{
if (!AutoPlaceObject( pSoldier, &(pSoldier->inv[bPocket]), TRUE ))
{
fDropped = TRUE;
AutoPlaceObjectToWorld( pSoldier, &(pSoldier->inv[bPocket]), TRUE );
//Unfortunately the above function will not erase the item in tactical mode, so lets
//double-check.
if (pSoldier->inv[bPocket].exists() )
{
DeleteObj( &(pSoldier->inv[bPocket]) );
}
}
}
}
}
}
//////////////////////////////
// Multiple Results
//
// If the item has several transformation results defined, that means we're going to split it into two or
// more items.
// We actually start with any results above the first. This occurs if the item is split into two or more other
// items. We'll try to place them in the pSoldier's inventory if possible, otherwise they are dumped to the
// sector pool.
// Iterate through the results array we've constructed earlier.
for (UINT32 x = 1; x < iNumResults; ++x)
{
for (UINT32 y = 0; y < ubOrigNumObjects; ++y)
{
// Create the result item. Set its condition to match that of the original.
CreateItem( usResult[x], ubOrigStatus, &gTempObject );
//Madd: sometimes we have leftover attachments that couldn't fit on first result, so we try reattaching them here
// I am the prince of copy pasta ;)
for (attachmentList::iterator iter = unattachableList.begin(); iter != unattachableList.end();)
{
if( ValidItemAttachmentSlot(&gTempObject, iter->usItem, TRUE, FALSE, ubStatusIndex ))
{
//This seems to be rather valid. Can't be 100% sure though.
OBJECTTYPE tempAttachment; // Madd: we must recreate the attachments because they may themselves have default inseparable attachments...
CreateItem(iter->usItem, (*iter)[0]->data.objectStatus, &tempAttachment);
if(gTempObject.AttachObject(NULL, &tempAttachment, FALSE, ubStatusIndex))
{
//remove this object from the list, so we don't try to attach it to the next result
iter = unattachableList.erase(iter);
}
else
{
++iter;
}
}
else
{
++iter;
}
}
if (!fItemInPool)
{
// Try placing it in the soldier's invnetory.
if (!AutoPlaceObject( pSoldier, &gTempObject, TRUE ))
{
// Failed to find a place in the inventory. Dump to sector pool.
AutoPlaceObjectToWorld( pSoldier, &gTempObject, true );
fDropped = TRUE;
}
}
else
{
AutoPlaceObjectToWorld( pSoldier, &gTempObject, true );
}
// Cleanup after the autoplace has to occur in tactical mode.
if (gTempObject.exists())
{
DeleteObj( &(gTempObject) );
}
}
}
// Check the soldier to see how his stats have changed as a result of altering his gear.
ApplyEquipmentBonuses(pSoldier);
if (fItemInPool && fSplit)
{
CHAR16 pStr[500];
// Item was split apart. Since it was in the sector inventory, it's common sense that all results
// are in the sector inventory as well, so no need to report anything extra.
swprintf( pStr, gzTransformationMessage[ 1 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
}
else if (fSplit || fDropped)
{
CHAR16 pStr[500];
if (fSplit && !fDropped)
{
// Item was split apart, but all subitems remained in the inventory.
swprintf( pStr, gzTransformationMessage[ 2 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
ScreenMsg( FONT_ORANGE, MSG_INTERFACE, pStr );
}
else if (fDropped && !fSplit)
{
// Either the item itself or another item has been dropped to the sector inventory due to lack of
// space.
swprintf( pStr, gzTransformationMessage[ 3 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
}
else if (fDropped && fSplit)
{
// Item was split apart. Either the item itself or another item has been dropped to the sector
// inventory due to lack of space.
swprintf( pStr, gzTransformationMessage[ 4 ], Item[usOrigItem].szItemName, pSoldier->GetName() );
DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL );
}
}
// Flugente: we have to recheck our flashlights
pSoldier->HandleFlashLights();
// Signal a successful transformation.
return TRUE;
}
//Madd: Common Attachment Framework - check if a given point is acceptable
bool IsAttachmentPointAvailable( OBJECTTYPE * pObject, UINT8 subObject, UINT32 attachmentID )
{
if (pObject)
{
if ( Item[pObject->usItem].ulAvailableAttachmentPoint > 0 && (Item[attachmentID].attachment || Item[attachmentID].usItemClass & (IC_GRENADE | IC_BOMB) ) && Item[attachmentID].ulAttachmentPoint & GetAvailableAttachmentPoint( pObject, subObject ) )
return true;
}
return false;
}
//Madd: Common Attachment Framework - if we already know the point
bool IsAttachmentPointAvailable( UINT64 point, UINT32 attachmentID, BOOLEAN onlyCheckAttachments )
{
if ( point > 0 && (!onlyCheckAttachments || (Item[attachmentID].attachment || Item[attachmentID].usItemClass & (IC_GRENADE | IC_BOMB) )) && Item[attachmentID].ulAttachmentPoint & point )
return true;
return false;
}
//Madd: Common Attachment Framework, doesn't look at attachments
bool IsAttachmentPointAvailable( UINT32 itemID, UINT32 attachmentID )
{
if ( Item[itemID].ulAvailableAttachmentPoint > 0 && (Item[attachmentID].attachment || Item[attachmentID].usItemClass & (IC_GRENADE | IC_BOMB) ) && Item[attachmentID].ulAttachmentPoint & Item[itemID].ulAvailableAttachmentPoint )
return true;
return false;
}
//Madd: Common Attachment Framework, get point value from object + attachments
UINT64 GetAvailableAttachmentPoint (OBJECTTYPE * pObject, UINT8 subObject)
{
UINT64 point = 0;
if (pObject)
{
point = Item[pObject->usItem].ulAvailableAttachmentPoint;
for (attachmentList::iterator iter = (*pObject)[subObject]->attachments.begin(); iter != (*pObject)[subObject]->attachments.end(); ++iter)
{
if(iter->exists() && Item[iter->usItem].ulAvailableAttachmentPoint && Item[iter->usItem].attachment )
point |= Item[iter->usItem].ulAvailableAttachmentPoint;
}
}
return point;
}
// Flugente: check if and how a bomb has been set up
void CheckBombSpecifics( OBJECTTYPE * pObj, INT8* detonatortype, INT8* setting, INT8* defusefrequency )
{
if ( pObj && pObj->exists() )
{
*detonatortype = (*pObj)[0]->data.misc.bDetonatorType;
if ( *detonatortype == BOMB_TIMED )
*setting = (*pObj)[0]->data.misc.bDelay;
else
*setting = (*pObj)[0]->data.misc.bFrequency;
*defusefrequency = (*pObj)[0]->data.bDefuseFrequency;
}
}
// Flugente: check for specific flags
BOOLEAN HasItemFlag( UINT16 usItem, UINT32 aFlag )
{
return( (Item[usItem].usItemFlag & aFlag) != 0 );
}
// Flugente: get first item number that has this flag. Use with caution, as we search in all items
BOOLEAN GetFirstItemWithFlag( UINT16* pusItem, UINT32 aFlag )
{
register UINT16 i;
for ( i = 1; i < gMAXITEMS_READ; ++i )
{
if ( HasItemFlag(i, aFlag) )
{
(*pusItem) = i;
return( TRUE );
}
}
return( FALSE );
}
// Flugente: check if object is currently fed from an external source (belts in inventory, other mercs)
BOOLEAN ObjectIsBeingFedExternal(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject)
{
return( GetExternalFeedingObject(pSoldier, pObject) != NULL );
}
// is this object currently used to feed an externally fed object? This can be in our or someone else's inventory
BOOLEAN ObjectIsExternalFeeder(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject)
{
if ( !pSoldier || !pObject)
return( FALSE );
UINT8 usSoldierFeedingTarget1 = 0;
UINT16 usGunSlot1 = 0;
UINT16 usAmmoSlot1 = 0;
UINT8 usSoldierFeedingTarget2 = 0;
UINT16 usGunSlot2 = 0;
UINT16 usAmmoSlot2 = 0;
if ( pSoldier->IsFeedingExternal(&usSoldierFeedingTarget1, &usGunSlot1, &usAmmoSlot1, &usSoldierFeedingTarget2, &usGunSlot2, &usAmmoSlot2) )
{
SOLDIERTYPE* pTargetSoldier = MercPtrs[usSoldierFeedingTarget1];
if ( pTargetSoldier && &(pSoldier->inv[usAmmoSlot1]) == pObject )
return( TRUE );
pTargetSoldier = MercPtrs[usSoldierFeedingTarget2];
if ( pTargetSoldier && &(pSoldier->inv[usAmmoSlot2]) == pObject )
return( TRUE );
}
return( FALSE );
}
OBJECTTYPE* GetExternalFeedingObject(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject)
{
OBJECTTYPE* pObjExtMag = NULL;
if ( !pObject || !(pObject->exists()) || !pSoldier || !pSoldier->bActive || !pSoldier->bInSector || pSoldier->stats.bLife < OKLIFE )
// how did we even get here?
return ( pObjExtMag );
UINT16 usItem = pObject->usItem;
// if item is a gun that can be belt fed and still has shots left
if ( Item[ usItem ].usItemClass == IC_GUN && ( HasItemFlag( usItem, BELT_FED ) || HasAttachmentOfClass(pObject, AC_FEEDER) ) && (*pObject)[0]->data.gun.ubGunShotsLeft > 0 )
{
// remember the caliber, magsize (TODO: really?) and type of ammo. They all have to fit
UINT8 ubCalibre = Weapon[usItem].ubCalibre;
UINT16 ubMagSize = Weapon[usItem].ubMagSize;
UINT8 ubAmmoType = ubAmmoType = (*pObject)[0]->data.gun.ubGunAmmoType;
// now we now that this gun CAN be belt fed in the current situation. We now have to check if it IS
// we will first check for other mercs who might feed us. Afterwards we look into our own inventory
// loop over other members of our team in this sector. This includes ourself, as our gun can be fed from a belt in our inventory
SOLDIERTYPE* pTeamSoldier = NULL;
INT32 cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
INT32 lastid = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
{
// check if teamsoldier exists in this sector
if ( !pTeamSoldier || !pTeamSoldier->bActive || !pTeamSoldier->bInSector || pTeamSoldier->stats.bLife < OKLIFE || pTeamSoldier->sSectorX != pSoldier->sSectorX || pTeamSoldier->sSectorY != pSoldier->sSectorY || pTeamSoldier->bSectorZ != pSoldier->bSectorZ )
continue;
// check if both soldiers are on the same level
if ( pSoldier->pathing.bLevel != pTeamSoldier->pathing.bLevel )
continue;
// we check if that guy is feeding someone, and that someone is really us
UINT8 usTeamSoldierFeedingTarget1 = 0;
UINT16 usGunSlot1 = 0;
UINT16 usAmmoSlot1 = 0;
UINT8 usTeamSoldierFeedingTarget2 = 0;
UINT16 usGunSlot2 = 0;
UINT16 usAmmoSlot2 = 0;
if ( pTeamSoldier->IsFeedingExternal(&usTeamSoldierFeedingTarget1, &usGunSlot1, &usAmmoSlot1, &usTeamSoldierFeedingTarget2, &usGunSlot2, &usAmmoSlot2) )
{
if ( usTeamSoldierFeedingTarget1 == pSoldier->ubID && pSoldier->inv[usGunSlot1] == (*pObject) )
{
if ( pTeamSoldier->inv[usAmmoSlot1].exists() && Item [ pTeamSoldier->inv[usAmmoSlot1].usItem ].usItemClass != IC_AMMO || pTeamSoldier->inv[usAmmoSlot1][0]->data.ubShotsLeft > 0 )
{
pObjExtMag = &(pTeamSoldier->inv[usAmmoSlot1]);
return( pObjExtMag );
}
}
if ( usTeamSoldierFeedingTarget2 == pSoldier->ubID && pSoldier->inv[usGunSlot2] == (*pObject) )
{
if ( pTeamSoldier->inv[usAmmoSlot2].exists() && Item [ pTeamSoldier->inv[usAmmoSlot2].usItem ].usItemClass != IC_AMMO || pTeamSoldier->inv[usAmmoSlot2][0]->data.ubShotsLeft > 0 )
{
pObjExtMag = &(pTeamSoldier->inv[usAmmoSlot2]);
return( pObjExtMag );
}
}
}
}
}
return( pObjExtMag );
}
BOOLEAN DeductBulletViaExternalFeeding(SOLDIERTYPE* pSoldier, OBJECTTYPE * pObject)
{
if ( !pObject || !(pObject->exists()) || !pSoldier || !pSoldier->bActive || !pSoldier->bInSector )
// how did we even get here?
return false;
OBJECTTYPE* pObjExtMag = GetExternalFeedingObject(pSoldier, pObject);
if ( !pObjExtMag || pObjExtMag->ubNumberOfObjects == 0)
return false;
UINT8 lastobjinstack = pObjExtMag->ubNumberOfObjects - 1;
if ( (*pObjExtMag)[lastobjinstack]->data.ubShotsLeft != 0 )
{
(*pObjExtMag)[lastobjinstack]->data.ubShotsLeft--;
if ( (*pObjExtMag)[lastobjinstack]->data.ubShotsLeft == 0 )
{
pObjExtMag->ubNumberOfObjects--;
if ( !pObjExtMag->exists() )
{
// Delete object
DeleteObj( pObjExtMag );
// dirty interface panel
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
return( TRUE );
}
return( FALSE );
}
INT8 GetNumberAltFireAimLevels( SOLDIERTYPE * pSoldier, INT32 iGridNo )
{
if ( !gGameExternalOptions.ubAllowAlternativeWeaponHolding || (gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND) )
{
return -1;
}
UINT16 usInHand = pSoldier->inv[ HANDPOS ].usItem;
// If we are in water and having a pistol, don't allow alternative fire at all
if ( !Item[usInHand].twohanded && pSoldier->MercInWater() )
{
return -1;
}
UINT8 ubStandardAimLvls = AllowedAimingLevels( pSoldier, iGridNo );
if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 1 )
{
// only with no aim clicks at all
return 0;
}
else if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
{
// with this mode, we always switch aaiming type manually
return ubStandardAimLvls;
}
else if ( Weapon[usInHand].HeavyGun && Item[usInHand].twohanded)
{
// if this gun is flagged as too heavy to shoulder, return the same as standard aim levels
return ubStandardAimLvls;
}
// from here, we assume we are using "hybrid" aiming mechanism, so calculate how many alternative aim levels we have
INT8 bAltAimLevels = 0;
switch ( ubStandardAimLvls )
{
case 8:
case 7:
bAltAimLevels = 3;
break;
case 6:
case 5:
bAltAimLevels = 2;
break;
case 4:
case 3:
bAltAimLevels = 1;
break;
default:
bAltAimLevels = 0;
break;
}
// make LMGs more likely to be fired from hip
if ( Weapon[usInHand].ubWeaponType == GUN_LMG && ubStandardAimLvls > 6 )
bAltAimLevels += 1;
if ( Weapon[usInHand].ubWeaponType == GUN_LMG && ubStandardAimLvls > 2 )
bAltAimLevels += 1;
// shotguns may also be more a little more suitable for it
if ( Weapon[usInHand].ubWeaponType == GUN_SHOTGUN && ubStandardAimLvls > 4 )
bAltAimLevels += 1;
return bAltAimLevels ;
}
// get dirt increase for object with attachments, fConsiderAmmo: with ammo
FLOAT GetItemDirtIncreaseFactor( OBJECTTYPE * pObj, BOOLEAN fConsiderAmmo )
{
FLOAT dirtincreasefactor = Item[pObj->usItem].dirtIncreaseFactor;
if ( pObj->exists() == true )
{
attachmentList::iterator iterend = (*pObj)[0]->attachments.end();
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != iterend; ++iter)
{
// it attachment is not a weapon, add its factor
if (iter->exists() && !(Item[iter->usItem].usItemClass & IC_WEAPON) )
{
dirtincreasefactor += Item[iter->usItem].dirtIncreaseFactor;
}
}
}
// ammo modifies how much dirt a single shot makes, but only while shooting, not when a gun gets dirty due to environmental effects
if ( fConsiderAmmo )
dirtincreasefactor *= (1.0f + AmmoTypes[(*pObj)[0]->data.gun.ubGunAmmoType].dirtModificator);
// multiply again for global modifer
dirtincreasefactor *= gGameExternalOptions.iDirtGlobalModifier;
// dirt factor has to be >= 0 (items don't clean themselves)
dirtincreasefactor = max(0.0f, dirtincreasefactor);
return dirtincreasefactor;
}
// Flugente: retrieve a specific clothes item, if such a thing exists
BOOLEAN GetFirstClothesItemWithSpecificData( UINT16* pusItem, PaletteRepID aPalVest, PaletteRepID aPalPants )
{
bool vestok = FALSE;
bool pantsok = FALSE;
UINT8 filler = 0;
if ( !GetPaletteRepIndexFromID(aPalVest, &filler) )
vestok = TRUE;
if ( !GetPaletteRepIndexFromID(aPalPants, &filler) )
pantsok = TRUE;
// getting the best item isn't straightforward. As combo clothes can be found first, we will search for each item whose clothestype matches, and retrieve the lowest item that has
// the lowest clothestype
UINT32 bestclothestype = 999999;
UINT16 bestitem = 0;
register UINT16 i;
for ( i = 1; i < gMAXITEMS_READ; ++i )
{
if ( Item[i].clothestype > 0 )
{
bool tmpvestok = vestok;
bool tmppantsok = pantsok;
UINT8 vestpalid = 0;
GetPaletteRepIndexFromID(aPalVest, &vestpalid);
// if we are looking for vests, do so
if ( !tmpvestok )
{
if ( COMPARE_PALETTEREP_ID(aPalVest, Clothes[Item[i].clothestype].vest) )
{
tmpvestok = TRUE;
}
}
// if we are looking for pants, do so
if ( !tmppantsok )
{
if ( COMPARE_PALETTEREP_ID(aPalPants, Clothes[Item[i].clothestype].pants) )
{
tmppantsok = TRUE;
}
}
if ( tmpvestok && tmppantsok )
{
if ( Item[i].clothestype < bestclothestype )
{
bestclothestype = Item[i].clothestype;
bestitem = i;
}
}
}
}
if ( bestitem > 0 )
{
*pusItem = bestitem;
return( TRUE );
}
return( FALSE );
}
#define RANDOM_ITEM_MAX_NUMBER 2000
#define RANDOM_TABOO_MAX 50
#define RANDOM_XML_LENGTH 10
UINT16 randomitemarray[RANDOM_ITEM_MAX_NUMBER];
UINT16 randomitemtabooarray[RANDOM_TABOO_MAX]; // We remember which random items we added, to prevent loops
UINT16 randomitemclasstabooarray[RANDOM_TABOO_MAX]; // We also remember the random item classes
UINT16 itemcnt = 0;
UINT16 rdtaboocnt = 0;
UINT16 rdclasstaboocnt = 0;
INT8 rditemmaxcoolness = 0;
BOOL AddToRandomListFromRandomItemClass( UINT16 usRandomItemClass );
BOOL AddToRandomListFromRandomItem( UINT16 usRandomItem );
BOOL AddToRandomListFromItem( UINT16 usItem );
BOOL RandomItemClassIsTaboo( UINT16 usRandomItemClass );
BOOL RandomItemIsTaboo( UINT16 usRandomItem );
BOOLEAN GetItemFromRandomItem( UINT16 usRandomItem, UINT16* pusNewItem )
{
*pusNewItem = 0;
// no random item solving in the map editor
#ifdef JA2EDITOR
return FALSE;
#endif
// is this a random item?
if ( Item[usRandomItem].randomitem > 0 )
{
// we build a list of all the items in the random item class this item references to
// We also have to check for other random item classes
// as it is also possible to reference to other random items, we also have to check for them
// clear the random item arrays and reset the counters
for ( int i = 0; i < RANDOM_ITEM_MAX_NUMBER; ++i)
randomitemarray[i] = 0;
for ( int i = 0; i < RANDOM_TABOO_MAX; ++i)
{
randomitemtabooarray[i] = 0;
randomitemclasstabooarray[i] = 0;
}
itemcnt = 0;
rdtaboocnt = 0;
rdclasstaboocnt = 0;
// determine maximum allowed coolness
rditemmaxcoolness = HighestPlayerProgressPercentage() / 10 + 1 + Item[usRandomItem].randomitemcoolnessmodificator; // the random item itself can modify coolness
// build the list of items to choose from. We will search down the random item class and can even branch into mulitple other random item classes.
// We only stop if maximum number of items or random item classes is reached
AddToRandomListFromRandomItem(usRandomItem);
if ( itemcnt )
{
// select a random item from our list
UINT16 random = Random(itemcnt);
*pusNewItem = randomitemarray[random];
return TRUE;
}
}
return FALSE;
}
BOOL AddToRandomListFromRandomItemClass( UINT16 usRandomItemClass )
{
if ( usRandomItemClass && !RandomItemClassIsTaboo(usRandomItemClass) )
{
// end if we reached the maximum number of taboos
if ( rdclasstaboocnt >= RANDOM_TABOO_MAX )
return FALSE;
// add items
for ( int i = 0; i < RANDOM_XML_LENGTH; ++i)
{
// if this returns false, we're either at the maximum number of items or taboos - both reasons to end
if ( !AddToRandomListFromItem(gRandomItemClass[usRandomItemClass].item[i]) )
return FALSE;
}
// add random item classes
for ( int i = 0; i < RANDOM_XML_LENGTH; ++i)
{
// if this returns false, we're either at the maximum number of items or taboos - both reasons to end
if ( !AddToRandomListFromRandomItemClass(gRandomItemClass[usRandomItemClass].randomitem[i]) )
return FALSE;
}
}
return TRUE;
}
// add from a random item to the list
BOOL AddToRandomListFromRandomItem( UINT16 usRandomItem )
{
if ( Item[usRandomItem].randomitem > 0 && !RandomItemIsTaboo( usRandomItem ) )
{
// end if we reached the maximum number of taboos
if ( rdtaboocnt >= RANDOM_TABOO_MAX )
return FALSE;
return AddToRandomListFromRandomItemClass(Item[usRandomItem].randomitem);
}
return TRUE;
}
// add an item to the list
BOOL AddToRandomListFromItem( UINT16 usItem )
{
if ( usItem )
{
// is it another random item?
if ( Item[usItem].randomitem > 0 )
{
// continue adding items from this new random item
return AddToRandomListFromRandomItem(usItem);
}
else
{
// only allow those items that are viable at the current progress
if ( Item[usItem].ubCoolness <= rditemmaxcoolness )
{
// if item is food, not drug or canteen, and food system is off, don't add this
if ( !gGameOptions.fFoodSystem && Item[usItem].foodtype > 0 && Item[usItem].drugtype == 0 && Item[usItem].canteen == 0 )
;
else
randomitemarray[itemcnt++] = usItem;
}
// if maximum is reached, return false, thereby signalling an end
return ( itemcnt < RANDOM_ITEM_MAX_NUMBER );
}
}
return TRUE;
}
// check wether this class is already on the taboo list (forbidden to add from there again, because this can lead to loops). If not, add this to the taboo list
BOOL RandomItemClassIsTaboo( UINT16 usRandomItemClass )
{
for ( int i = 0; i < rdclasstaboocnt; ++i)
{
if ( randomitemclasstabooarray[i] == usRandomItemClass )
return TRUE;
}
// add to taboo list
randomitemclasstabooarray[rdclasstaboocnt++] = usRandomItemClass;
return FALSE;
}
BOOL RandomItemIsTaboo( UINT16 usRandomItem )
{
for ( int i = 0; i < rdtaboocnt; ++i)
{
if ( randomitemtabooarray[i] == usRandomItem )
return TRUE;
}
// add to taboo list
randomitemtabooarray[rdtaboocnt++] = usRandomItem;
return FALSE;
}
// Flugente: can item be applied to other people?
BOOLEAN ItemCanBeAppliedToOthers( UINT16 usItem )
{
if ( Item[ usItem ].drugtype )
return TRUE;
if ( Item[ usItem ].gasmask )
return TRUE;
if ( Item[ usItem ].canteen )
return TRUE;
if ( Item[ usItem ].camouflagekit )
return TRUE;
if ( Item[ usItem ].clothestype )
return TRUE;
if ( Item[ usItem ].usItemClass == IC_BOMB )
return TRUE;
return FALSE;
}
//zwwooooo - IoV: change RangeBonus to ratable (Orange by kenkenkenken in IoV921)
INT32 GetPercentRangeBonus( OBJECTTYPE * pObj )
{
INT32 bonus = 10000;
if (pObj->exists() == true) {
bonus += ( BonusReduce( Item[pObj->usItem].percentrangebonus, (*pObj)[0]->data.objectStatus ) ) * 100;
if ( (*pObj)[0]->data.gun.ubGunShotsLeft > 0 )
bonus = ( bonus * ( 100 + Item[(*pObj)[0]->data.gun.usGunAmmoItem].percentrangebonus ) ) / 100;
for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
if ( !Item[iter->usItem].duckbill || ( Item[iter->usItem].duckbill && (*pObj)[0]->data.gun.ubGunAmmoType == AMMO_BUCKSHOT ))
bonus = ( bonus * ( 100 + BonusReduce( Item[iter->usItem].percentrangebonus, (*iter)[0]->data.objectStatus ) ) ) / 100;
}
}
return( bonus );
}
// silversurfer: Finds items with SleepModifier bonus in inventory and returns the highest value
UINT8 GetInventorySleepModifier( SOLDIERTYPE *pSoldier )
{
UINT8 modifier = 0;
UINT8 invsize = pSoldier->inv.size();
for ( UINT8 i = 0; i < invsize; ++i )
{
if( pSoldier->inv[ i ].exists() == true && Item[ pSoldier->inv[i].usItem ].ubSleepModifier > 0 )
{
modifier = __max(modifier, BonusReduce( Item[ pSoldier->inv[i].usItem ].ubSleepModifier, pSoldier->inv[i][0]->data.objectStatus ));
}
}
return( modifier );
}
void AttachDefaultAttachments(OBJECTTYPE *pObj, BOOLEAN fAllDefaultAttachments)//dnl ch75 261013
{
if(pObj->usItem && gGameOptions.ubAttachmentSystem)
{
RemoveProhibitedAttachments(NULL, pObj, pObj->usItem);
//Madd: ok, so this drives me nuts -- why bother with default attachments if the map isn't going to load them for you?
//this should fix that...
for(UINT8 cnt=0; cnt<MAX_DEFAULT_ATTACHMENTS; cnt++)
{
if(Item[pObj->usItem].defaultattachments[cnt] == NONE || !(gGameOptions.ubAttachmentSystem && Item[Item[pObj->usItem].defaultattachments[cnt]].inseparable || fAllDefaultAttachments))
break;
OBJECTTYPE defaultAttachment;
CreateItem(Item[pObj->usItem].defaultattachments[cnt], (*pObj)[0]->data.gun.bGunStatus, &defaultAttachment);
pObj->AttachObject(NULL, &defaultAttachment, FALSE);
}
}
}
// Flugente: is this object useable by militia?
BOOLEAN ObjectIsMilitiaRelevant( OBJECTTYPE *pObj )
{
if ( !pObj )
return FALSE;
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
{
if ( Item[pObj->usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour ) return TRUE;
if ( Item[pObj->usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face ) return TRUE;
if ( Item[pObj->usItem].usItemClass & (IC_BLADE | IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee ) return TRUE;
if ( Item[pObj->usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade ) return TRUE;
if ( Item[pObj->usItem].usItemClass & (IC_GUN | IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun ) return TRUE;
if ( Item[pObj->usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher ) return TRUE;
if ( Item[pObj->usItem].usItemClass & IC_AMMO && gGameExternalOptions.fMilitiaUseSectorInventory_Ammo ) return TRUE;
}
return FALSE;
}
FLOAT GetAttackAPTraitMultiplier( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, UINT8 ubMode )
{
FLOAT fMultiplier = 1.0;
// we shouldn't be here...
if( !pSoldier || !pObj || !gGameOptions.fNewTraitSystem )
return fMultiplier;
if( ubMode == WM_NORMAL )
{
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
{
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
}
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
{
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
}
else if( Item[ pObj->usItem ].usItemClass == IC_BLADE )
{
fMultiplier = (100 - gSkillTraitValues.ubMEBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, MELEE_NT ) ) / 100.0f;
}
else if( Item[ pObj->usItem ].usItemClass == IC_THROWING_KNIFE )
{
fMultiplier = (100 - gSkillTraitValues.ubTHBladesAPsReduction * NUM_SKILL_TRAITS( pSoldier, THROWING_NT ) ) / 100.0f;
}
// grenade launchers
else if( (Item[ pObj->usItem ].usItemClass == IC_LAUNCHER || Item[ pObj->usItem ].grenadelauncher) && !(Item[ pObj->usItem ].rocketlauncher) && !(Item[ pObj->usItem ].mortar) )
{
fMultiplier = (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
}
// rocket launchers
else if( (Item[ pObj->usItem ].rocketlauncher || Item[ pObj->usItem ].singleshotrocketlauncher) && !(Item[ pObj->usItem ].mortar) )
{
fMultiplier = (100 - gSkillTraitValues.ubHWRocketLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
}
// mortar
else if( Item[ pObj->usItem ].mortar )
{
fMultiplier = (100 - gSkillTraitValues.ubHWMortarAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) + pSoldier->GetBackgroundValue(BG_ARTILLERY) ) / 100.0f;
}
}
else if( ubMode == WM_BURST )
{
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
{
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
}
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
{
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
}
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_LMG )
{
fMultiplier = (100 - gSkillTraitValues.ubAWFiringSpeedBonusLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ) ) / 100.0f;
}
}
else if( ubMode == WM_AUTOFIRE )
{
if( Weapon[ pObj->usItem ].ubWeaponType == GUN_PISTOL )
{
fMultiplier = ( 100 - gSkillTraitValues.ubGSFiringSpeedBonusPistols * NUM_SKILL_TRAITS( pSoldier, GUNSLINGER_NT ) ) / 100.0f;
}
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_SHOTGUN )
{
fMultiplier = (100 - gSkillTraitValues.ubRAFiringSpeedBonusShotguns * NUM_SKILL_TRAITS( pSoldier, RANGER_NT ) ) / 100.0f;
}
else if ( Weapon[ pObj->usItem ].ubWeaponType == GUN_LMG )
{
fMultiplier = (100 - gSkillTraitValues.ubAWFiringSpeedBonusLMGs * NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT ) ) / 100.0f;
}
}
else if( ubMode == WM_ATTACHED_GL || ubMode == WM_ATTACHED_GL_BURST || ubMode == WM_ATTACHED_GL_AUTO )
{
fMultiplier = (100 - gSkillTraitValues.ubHWGrenadeLaunchersAPsReduction * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) ) / 100.0f;
}
return fMultiplier;
}