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Feature change - Bobby Ray Selection on New Game screen split into two items: Quality and Quantity. Selectors allow for full 1-10 range of quality (coolness) / quantity multipliers, instead of just 1,2,4,10.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5299 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+8
-8
@@ -716,11 +716,11 @@ void DailyUpdateOfBobbyRaysNewInventory()
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}
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//if the item isn't already on order
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2));
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, qty on hand = %d, half desired amount = %d",usItemIndex,LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand,(StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2));
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//if the qty on hand is half the desired amount or fewer
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2 )
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{
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// remember value of the "previously eligible" flag
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fPrevElig = LaptopSaveInfo.BobbyRayInventory[ i ].fPreviouslyEligible;
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@@ -732,7 +732,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
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if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder > 0 )
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{
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// if this is the first day the player is eligible to have access to this thing
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, add fresh inventory",usItemIndex));
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// eliminate the ordering delay and stock the items instantly!
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@@ -767,7 +767,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
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for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
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{
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//if the used item isn't already on order
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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//if we don't have ANY
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
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@@ -792,7 +792,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
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if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder > 0 )
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{
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// if this is the first day the player is eligible to have access to this thing
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if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
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if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
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{
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// eliminate the ordering delay and stock the items instantly!
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// This is just a way to reward the player right away for making progress without the reordering lag...
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@@ -818,7 +818,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
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Assert(usItemIndex < MAXITEMS);
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// formulas below will fail if there are more items already in stock than optimal
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//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
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//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity) ;
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Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
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@@ -827,7 +827,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
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{
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if (ubBobbyRayNewUsed == BOBBY_RAY_NEW)
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{
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ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay, ubCurrentlyOnHand);
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ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity, ubCurrentlyOnHand);
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}
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else
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{
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