Пример #1
0
void CUIInventoryWnd::ProcessPropertiesBoxClicked	()
{
	if(UIPropertiesBox.GetClickedItem())
	{
		switch(UIPropertiesBox.GetClickedItem()->GetID())
		{
		case INVENTORY_TO_SLOT_ACTION:	
			ToSlot(CurrentItem(), true);
			break;
		case INVENTORY_TO_BELT_ACTION:	
			ToBelt(CurrentItem(),false);
			break;
		case INVENTORY_TO_BAG_ACTION:	
			ToBag(CurrentItem(),false);
			break;
		case INVENTORY_DROP_ACTION:
			{
				void* d = UIPropertiesBox.GetClickedItem()->GetData();
				bool b_all = (d==(void*)33);

				DropCurrentItem(b_all);
			}break;
		case INVENTORY_EAT_ACTION:
			EatItem(CurrentIItem());
			break;
		case INVENTORY_ATTACH_ADDON:
			AttachAddon((PIItem)(UIPropertiesBox.GetClickedItem()->GetData()));
			break;
		case INVENTORY_DETACH_SCOPE_ADDON:
			DetachAddon(*(smart_cast<CWeapon*>(CurrentIItem()))->GetScopeName());
			break;
		case INVENTORY_DETACH_SILENCER_ADDON:
			DetachAddon(*(smart_cast<CWeapon*>(CurrentIItem()))->GetSilencerName());
			break;
		case INVENTORY_DETACH_GRENADE_LAUNCHER_ADDON:
			DetachAddon(*(smart_cast<CWeapon*>(CurrentIItem()))->GetGrenadeLauncherName());
			break;
		case INVENTORY_ACTIVATE_ARTEFACT_ACTION:
			Activate_Artefact();
			break;
		case INVENTORY_RELOAD_MAGAZINE:
			(smart_cast<CWeapon*>(CurrentIItem()))->Action(kWPN_RELOAD, CMD_START);
			break;
		case INVENTORY_UNLOAD_MAGAZINE:
			{
				CUICellItem * itm = CurrentItem();
				(smart_cast<CWeaponMagazined*>((CWeapon*)itm->m_pData))->UnloadMagazine();
				for(u32 i=0; i<itm->ChildsCount(); ++i)
				{
					CUICellItem * child_itm			= itm->Child(i);
					(smart_cast<CWeaponMagazined*>((CWeapon*)child_itm->m_pData))->UnloadMagazine();
				}
			}break;
		}
	}
}
Пример #2
0
bool CUIActorMenu::OnItemDbClick(CUICellItem* itm)
{
	InfoCurItem( NULL );
	CUIDragDropListEx*	old_owner		= itm->OwnerList();
	EDDListType t_old					= GetListType(old_owner);

	switch ( t_old )
	{
		case iActorSlot:
		{
			if ( m_currMenuMode == mmDeadBodySearch )
				ToDeadBodyBag	( itm, false );
			else
				ToBag			( itm, false );
			break;
		}
		case iActorBag:
		{
			if ( m_currMenuMode == mmTrade )
			{
				ToActorTrade( itm, false );
				break;
			}else
			if ( m_currMenuMode == mmDeadBodySearch )
			{
				ToDeadBodyBag( itm, false );
				break;
			}
			if ( TryUseItem( itm ) )
			{
				break;
			}
			if ( TryActiveSlot( itm ) )
			{
				break;
			}
			if ( !ToSlot( itm, false ) )
			{
				if ( !ToBelt( itm, false ) )
				{
					ToSlot( itm, true );
				}
			}
			break;
		}
		case iActorBelt:
		{
			ToBag( itm, false );
			break;
		}
		case iActorTrade:
		{
			ToBag( itm, false );
			break;
		}
		case iPartnerTradeBag:
		{
			ToPartnerTrade( itm, false );
			break;
		}
		case iPartnerTrade:
		{
			ToPartnerTradeBag( itm, false );
			break;
		}
		case iDeadBodyBag:
		{
			ToBag( itm, false );
			break;
		}

	}; //switch 

	UpdateItemsPlace();
	return true;
}
Пример #3
0
bool CUIActorMenu::OnItemDrop(CUICellItem* itm)
{
	InfoCurItem( NULL );
	CUIDragDropListEx*	old_owner		= itm->OwnerList();
	CUIDragDropListEx*	new_owner		= CUIDragDropListEx::m_drag_item->BackList();
	if ( old_owner==new_owner || !old_owner || !new_owner )
	{
		return false;
	}

	EDDListType t_new		= GetListType(new_owner);
	EDDListType t_old		= GetListType(old_owner);
	
	if ( !AllowItemDrops(t_old, t_new) )
	{
		Msg("incorrect action [%d]->[%d]",t_old, t_new);
		return true;
	}
	switch(t_new)
	{
		case iActorSlot:
		{
			if(GetSlotList(CurrentIItem()->GetSlot())==new_owner)
				ToSlot	(itm, true);
		}break;
		case iActorBag:
		{
			ToBag	(itm, true);
		}break;
		case iActorBelt:
		{
			ToBelt	(itm, true);
		}break;
		case iActorTrade:
		{
			ToActorTrade(itm, true);
		}break;
		case iPartnerTrade:
		{
			if(t_old!=iPartnerTradeBag)	
				return false;
			ToPartnerTrade(itm, true);
		}break;
		case iPartnerTradeBag:
		{
			if(t_old!=iPartnerTrade)	
				return false;
			ToPartnerTradeBag(itm, true);
		}break;
		case iDeadBodyBag:
		{
			ToDeadBodyBag(itm, true);
		}break;
#ifdef DRAG_DROP_TRASH
		case iTrashSlot:
		{
			if (CurrentIItem()->IsQuestItem())
				return true;

			SendEvent_Item_Drop(CurrentIItem(), m_pActorInvOwner->object_id());
			SetCurrentItem(NULL);
		}break;
#endif
	};

	OnItemDropped			(CurrentIItem(), new_owner, old_owner);
	
	UpdateItemsPlace();

	return true;
}