bool CUIMpTradeWnd::CanAttachAddon(SBuyItemInfo* itm, item_addon_type at) { if(IsAddonAttached(itm, at)) return false; bool b_res = false; CInventoryItem* item_ = (CInventoryItem*)itm->m_cell_item->m_pData; CWeapon* w = smart_cast<CWeapon*>(item_); if(!w) return b_res; switch(at) { case at_scope: { b_res = ( w->ScopeAttachable() && !w->IsScopeAttached() ); }break; case at_silencer: { b_res = ( w->SilencerAttachable() && !w->IsSilencerAttached() ); }break; case at_glauncher: { b_res = ( w->GrenadeLauncherAttachable() && !w->IsGrenadeLauncherAttached() ); }break; }; return b_res; }
bool CScriptGameObject::Weapon_IsSilencerAttached() { CWeapon* weapon = smart_cast<CWeapon*>( &object() ); if ( !weapon ) { ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"CWeapon : cannot access class member Weapon_IsSilencerAttached!"); return (false); } return weapon->IsSilencerAttached(); }
void CUIInventoryWnd::ActivatePropertiesBox() { // Флаг-признак для невлючения пункта контекстного меню: Dreess Outfit, если костюм уже надет bool bAlreadyDressed = false; UIPropertiesBox.RemoveAll(); CMedkit* pMedkit = smart_cast<CMedkit*> (CurrentIItem()); CAntirad* pAntirad = smart_cast<CAntirad*> (CurrentIItem()); CEatableItem* pEatableItem = smart_cast<CEatableItem*> (CurrentIItem()); CCustomOutfit* pOutfit = smart_cast<CCustomOutfit*> (CurrentIItem()); //. CArtefact* pArtefact = smart_cast<CArtefact*> (CurrentIItem()); CWeapon* pWeapon = smart_cast<CWeapon*> (CurrentIItem()); CScope* pScope = smart_cast<CScope*> (CurrentIItem()); CSilencer* pSilencer = smart_cast<CSilencer*> (CurrentIItem()); CGrenadeLauncher* pGrenadeLauncher = smart_cast<CGrenadeLauncher*> (CurrentIItem()); CBottleItem* pBottleItem = smart_cast<CBottleItem*> (CurrentIItem()); bool b_show = false; if(!pOutfit && CurrentIItem()->GetSlot()!=NO_ACTIVE_SLOT && !m_pInv->m_slots[CurrentIItem()->GetSlot()].m_bPersistent && m_pInv->CanPutInSlot(CurrentIItem())) { UIPropertiesBox.AddItem("st_move_to_slot", NULL, INVENTORY_TO_SLOT_ACTION); b_show = true; } if(CurrentIItem()->Belt() && m_pInv->CanPutInBelt(CurrentIItem())) { UIPropertiesBox.AddItem("st_move_on_belt", NULL, INVENTORY_TO_BELT_ACTION); b_show = true; } if(CurrentIItem()->Ruck() && m_pInv->CanPutInRuck(CurrentIItem()) && (CurrentIItem()->GetSlot()==u32(-1) || !m_pInv->m_slots[CurrentIItem()->GetSlot()].m_bPersistent) ) { if(!pOutfit) UIPropertiesBox.AddItem("st_move_to_bag", NULL, INVENTORY_TO_BAG_ACTION); else UIPropertiesBox.AddItem("st_undress_outfit", NULL, INVENTORY_TO_BAG_ACTION); bAlreadyDressed = true; b_show = true; } if(pOutfit && !bAlreadyDressed ) { UIPropertiesBox.AddItem("st_dress_outfit", NULL, INVENTORY_TO_SLOT_ACTION); b_show = true; } //отсоединение аддонов от вещи if(pWeapon) { if(pWeapon->GrenadeLauncherAttachable() && pWeapon->IsGrenadeLauncherAttached()) { UIPropertiesBox.AddItem("st_detach_gl", NULL, INVENTORY_DETACH_GRENADE_LAUNCHER_ADDON); b_show = true; } if(pWeapon->ScopeAttachable() && pWeapon->IsScopeAttached()) { UIPropertiesBox.AddItem("st_detach_scope", NULL, INVENTORY_DETACH_SCOPE_ADDON); b_show = true; } if(pWeapon->SilencerAttachable() && pWeapon->IsSilencerAttached()) { UIPropertiesBox.AddItem("st_detach_silencer", NULL, INVENTORY_DETACH_SILENCER_ADDON); b_show = true; } if(smart_cast<CWeaponMagazined*>(pWeapon) && IsGameTypeSingle()) { bool b = (0!=pWeapon->GetAmmoElapsed()); if(!b) { CUICellItem * itm = CurrentItem(); for(u32 i=0; i<itm->ChildsCount(); ++i) { pWeapon = smart_cast<CWeaponMagazined*>((CWeapon*)itm->Child(i)->m_pData); if(pWeapon->GetAmmoElapsed()) { b = true; break; } } } if(b){ UIPropertiesBox.AddItem("st_unload_magazine", NULL, INVENTORY_UNLOAD_MAGAZINE); b_show = true; } } } //присоединение аддонов к активному слоту (2 или 3) if(pScope) { if(m_pInv->m_slots[PISTOL_SLOT].m_pIItem != NULL && m_pInv->m_slots[PISTOL_SLOT].m_pIItem->CanAttach(pScope)) { PIItem tgt = m_pInv->m_slots[PISTOL_SLOT].m_pIItem; UIPropertiesBox.AddItem("st_attach_scope_to_pistol", (void*)tgt, INVENTORY_ATTACH_ADDON); b_show = true; } if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL && m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pScope)) { PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem; UIPropertiesBox.AddItem("st_attach_scope_to_rifle", (void*)tgt, INVENTORY_ATTACH_ADDON); b_show = true; } } else if(pSilencer) { if(m_pInv->m_slots[PISTOL_SLOT].m_pIItem != NULL && m_pInv->m_slots[PISTOL_SLOT].m_pIItem->CanAttach(pSilencer)) { PIItem tgt = m_pInv->m_slots[PISTOL_SLOT].m_pIItem; UIPropertiesBox.AddItem("st_attach_silencer_to_pistol", (void*)tgt, INVENTORY_ATTACH_ADDON); b_show = true; } if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL && m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pSilencer)) { PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem; UIPropertiesBox.AddItem("st_attach_silencer_to_rifle", (void*)tgt, INVENTORY_ATTACH_ADDON); b_show = true; } } else if(pGrenadeLauncher) { if(m_pInv->m_slots[RIFLE_SLOT].m_pIItem != NULL && m_pInv->m_slots[RIFLE_SLOT].m_pIItem->CanAttach(pGrenadeLauncher)) { PIItem tgt = m_pInv->m_slots[RIFLE_SLOT].m_pIItem; UIPropertiesBox.AddItem("st_attach_gl_to_rifle", (void*)tgt, INVENTORY_ATTACH_ADDON); b_show = true; } } LPCSTR _action = NULL; if(pMedkit || pAntirad) { _action = "st_use"; } else if(pEatableItem) { if(pBottleItem) _action = "st_drink"; else _action = "st_eat"; } if(_action){ UIPropertiesBox.AddItem(_action, NULL, INVENTORY_EAT_ACTION); b_show = true; } //. if(pArtefact&&pArtefact->CanBeActivated()) //. UIPropertiesBox.AddItem("st_activate_artefact", NULL, INVENTORY_ACTIVATE_ARTEFACT_ACTION); if(!CurrentIItem()->IsQuestItem()){ UIPropertiesBox.AddItem("st_drop", NULL, INVENTORY_DROP_ACTION); b_show = true; if(CurrentItem()->ChildsCount()) UIPropertiesBox.AddItem("st_drop_all", (void*)33, INVENTORY_DROP_ACTION); } if(b_show) { UIPropertiesBox.AutoUpdateSize (); UIPropertiesBox.BringAllToTop (); Fvector2 cursor_pos; Frect vis_rect; GetAbsoluteRect (vis_rect); GetUICursor()->GetPos (cursor_pos.x, cursor_pos.y); cursor_pos.sub (vis_rect.lt); UIPropertiesBox.Show (vis_rect, cursor_pos); PlaySnd (eInvProperties); } }