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
This commit is contained in:
MaddMugsy
2012-05-24 19:41:11 +00:00
parent bd45bf26b2
commit 00ac266521
23 changed files with 527 additions and 328 deletions
+8 -8
View File
@@ -716,11 +716,11 @@ void DailyUpdateOfBobbyRaysNewInventory()
}
//if the item isn't already on order
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
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));
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));
//if the qty on hand is half the desired amount or fewer
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRay )/2 )
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnHand <= (StoreInventory[ usItemIndex ][ BOBBY_RAY_NEW ] * gGameOptions.ubBobbyRayQuantity )/2 )
{
// remember value of the "previously eligible" flag
fPrevElig = LaptopSaveInfo.BobbyRayInventory[ i ].fPreviouslyEligible;
@@ -732,7 +732,7 @@ void DailyUpdateOfBobbyRaysNewInventory()
if( LaptopSaveInfo.BobbyRayInventory[ i ].ubQtyOnOrder > 0 )
{
// if this is the first day the player is eligible to have access to this thing
if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3,String("DailyUpdateOfBobbyRaysNewInventory: item = %d, add fresh inventory",usItemIndex));
// eliminate the ordering delay and stock the items instantly!
@@ -767,7 +767,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
for(i = 0; i < LaptopSaveInfo.usInventoryListLength[BOBBY_RAY_USED]; i++)
{
//if the used item isn't already on order
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRay == BR_AWESOME )
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder == 0 || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
//if we don't have ANY
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnHand == 0 )
@@ -792,7 +792,7 @@ void DailyUpdateOfBobbyRaysUsedInventory()
if( LaptopSaveInfo.BobbyRayUsedInventory[ i ].ubQtyOnOrder > 0 )
{
// if this is the first day the player is eligible to have access to this thing
if ( !fPrevElig || gGameOptions.ubBobbyRay == BR_AWESOME )
if ( !fPrevElig || gGameOptions.ubBobbyRayQuality == BR_AWESOME )
{
// eliminate the ordering delay and stock the items instantly!
// This is just a way to reward the player right away for making progress without the reordering lag...
@@ -818,7 +818,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
Assert(usItemIndex < MAXITEMS);
// formulas below will fail if there are more items already in stock than optimal
//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay) ;
//Assert(ubCurrentlyOnHand <= StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity) ;
Assert(ubBobbyRayNewUsed < BOBBY_RAY_LISTS);
@@ -827,7 +827,7 @@ UINT8 HowManyBRItemsToOrder(UINT16 usItemIndex, UINT8 ubCurrentlyOnHand, UINT8 u
{
if (ubBobbyRayNewUsed == BOBBY_RAY_NEW)
{
ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRay, ubCurrentlyOnHand);
ubItemsOrdered = HowManyItemsToReorder(StoreInventory[ usItemIndex ][ ubBobbyRayNewUsed ] * gGameOptions.ubBobbyRayQuantity, ubCurrentlyOnHand);
}
else
{