예제 #1
0
void CObjectActionReload::execute			()
{
	inherited::execute			();
	
	VERIFY						(m_item);
	VERIFY						(object().inventory().ActiveItem());
	VERIFY						(object().inventory().ActiveItem()->object().ID() == m_item->object().ID());
	
	CWeapon						*weapon = smart_cast<CWeapon*>(object().inventory().ActiveItem());
	VERIFY						(weapon);
	if (weapon->IsPending())
		return;
	
	if (weapon->GetAmmoElapsed()) {
		VERIFY					(weapon->GetSuitableAmmoTotal() >= weapon->GetAmmoElapsed());
		if (weapon->GetSuitableAmmoTotal() == weapon->GetAmmoElapsed())
			return;

		VERIFY					(weapon->GetAmmoMagSize() >= weapon->GetAmmoElapsed());
		if (weapon->GetAmmoMagSize() == weapon->GetAmmoElapsed())
			return;
	}

	object().inventory().Action	(kWPN_RELOAD,CMD_START);
}
예제 #2
0
bool CAI_Stalker::ready_to_detour		()
{
	if (!ready_to_kill())
		return			(false);

	CWeapon				*weapon = smart_cast<CWeapon*>(m_best_item_to_kill);
	if (!weapon)
		return			(false);

	return				(weapon->GetAmmoElapsed() > weapon->GetAmmoMagSize()/2);
}
예제 #3
0
bool CStalkerActionDead::fire			() const
{
    if (object().inventory().TotalWeight() <= 0)
        return							(false);

    CWeapon								*weapon = smart_cast<CWeapon*>(object().inventory().ActiveItem());
    if (!weapon)
        return							(false);

    if (!weapon->GetAmmoElapsed())
        return							(false);

    if (!object().hammer_is_clutched())
        return							(false);

    if (!object().character_physics_support()->can_drop_active_weapon())
        return							(true);

    if (Device.dwTimeGlobal - object().GetLevelDeathTime() > 500)
        return							(false);

    return								(true);
}
예제 #4
0
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);
	}
}