Exemple #1
0
bool CUIActorMenu::ToPartnerTrade(CUICellItem* itm, bool b_use_cursor_pos)
{
	PIItem	iitem						= (PIItem)itm->m_pData;
	if ( !m_pPartnerInvOwner->AllowItemToTrade( iitem, eItemPlaceRuck ) )
	{
		///R_ASSERT2( 0, make_string( "Partner can`t cell item (%s)", iitem->NameItem() ) );
		Msg( "! Partner can`t cell item (%s)", iitem->NameItem() );
		return false;
	}

	CUIDragDropListEx*	old_owner		= itm->OwnerList();
	CUIDragDropListEx*	new_owner		= NULL;
	
	if(b_use_cursor_pos)
	{
		new_owner						= CUIDragDropListEx::m_drag_item->BackList();
		VERIFY							(new_owner==m_pTradePartnerList);
	}else
		new_owner						= m_pTradePartnerList;

	CUICellItem* i						= old_owner->RemoveItem(itm, (old_owner==new_owner) );
	
	if(b_use_cursor_pos)
		new_owner->SetItem				(i,old_owner->GetDragItemPosition());
	else
		new_owner->SetItem				(i);

	UpdatePrices();
	return true;
}
Exemple #2
0
void CActor::IR_OnKeyboardPress(int cmd)
{
	if(hud_adj_mode && pInput->iGetAsyncKeyState(DIK_LSHIFT))	return;

	if (Remote())		return;

	if (IsTalking())	return;
	if (m_input_external_handler && !m_input_external_handler->authorized(cmd))	return;
	
	switch (cmd)
	{
	case kWPN_FIRE:
		{
			/* XEM #95 */
			//if( (mstate_wishful & mcLookout) && !IsGameTypeSingle() ) return;

			u16 slot = inventory().GetActiveSlot();
			if(inventory().ActiveItem() && (slot==INV_SLOT_3 || slot==INV_SLOT_2) )
				mstate_wishful &=~mcSprint;
			//-----------------------------
			if (OnServer())
			{
				NET_Packet P;
				P.w_begin(M_PLAYER_FIRE); 
				P.w_u16(ID());
				u_EventSend(P);
			}
		}break;
	default:
		{
		}break;
	}

	if (!g_Alive()) return;

	if(m_holder && kUSE != cmd)
	{
		m_holder->OnKeyboardPress			(cmd);
		if(m_holder->allowWeapon() && inventory().Action((u16)cmd, CMD_START))		return;
		return;
	}else
		if(inventory().Action((u16)cmd, CMD_START))					return;

#ifdef DEBUG
	if(psActorFlags.test(AF_NO_CLIP))
	{
		NoClipFly(cmd);
		return;
	}
#endif //DEBUG
	switch(cmd)
	{
	case kJUMP:		
		{
			mstate_wishful |= mcJump;
		}break;
	case kSPRINT_TOGGLE:	
		{
			mstate_wishful ^= mcSprint;
		}break;
	case kCROUCH:	
		{
		if( psActorFlags.test(AF_CROUCH_TOGGLE) )
			mstate_wishful ^= mcCrouch;
		}break;
	case kCAM_1:	cam_Set			(eacFirstEye);				break;
	case kCAM_2:	cam_Set			(eacLookAt);				break;
	case kCAM_3:	cam_Set			(eacFreeLook);				break;
	case kNIGHT_VISION:
		{
			SwitchNightVision();
			break;
		}
	case kTORCH:
		{
			SwitchTorch();
			break;
		}

	case kDETECTOR:
		{
			PIItem det_active					= inventory().ItemFromSlot(DETECTOR_SLOT);
			if(det_active)
			{
				CCustomDetector* det			= smart_cast<CCustomDetector*>(det_active);
				det->ToggleDetector				(g_player_hud->attached_item(0)!=NULL);
				return;
			}
		}break;
/*
	case kFLARE:{
			PIItem fl_active = inventory().ItemFromSlot(FLARE_SLOT);
			if(fl_active)
			{
				CFlare* fl			= smart_cast<CFlare*>(fl_active);
				fl->DropFlare		();
				return				;
			}

			PIItem fli = inventory().Get(CLSID_DEVICE_FLARE, true);
			if(!fli)			return;

			CFlare* fl			= smart_cast<CFlare*>(fli);
			
			if(inventory().Slot(fl))
				fl->ActivateFlare	();
		}break;
*/
	case kUSE:
		ActorUse();
		break;
	case kDROP:
		b_DropActivated			= TRUE;
		f_DropPower				= 0;
		break;
	case kNEXT_SLOT:
		{
			OnNextWeaponSlot();
		}break;
	case kPREV_SLOT:
		{
			OnPrevWeaponSlot();
		}break;

	case kQUICK_USE_1:
	case kQUICK_USE_2:
	case kQUICK_USE_3:
	case kQUICK_USE_4:
		{
			const shared_str& item_name		= g_quick_use_slots[cmd-kQUICK_USE_1];
			if(item_name.size())
			{
				PIItem itm = inventory().GetAny(item_name.c_str());

				if(itm)
				{
					if (IsGameTypeSingle())
					{
						inventory().Eat				(itm);
					} else
					{
						inventory().ClientEat		(itm);
					}
					
					StaticDrawableWrapper* _s		= CurrentGameUI()->AddCustomStatic("item_used", true);
					string1024					str;
					strconcat					(sizeof(str),str,*CStringTable().translate("st_item_used"),": ", itm->NameItem());
					_s->wnd()->TextItemControl()->SetText(str);
					
					CurrentGameUI()->GetActorMenu().m_pQuickSlot->ReloadReferences(this);
				}
			}
		}break;
	}
}