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synced 2026-08-12 14:10:23 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+31
-32
@@ -80,7 +80,7 @@ BOOLEAN gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
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INT32 giIMPSkillTraitAnswerButton[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
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INT32 giIMPSkillTraitAnswerButtonImage[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
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// this is the Done buttons
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// this is the Done buttons
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INT32 giIMPSkillTraitFinsihButton;
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INT32 giIMPSkillTraitFinsihButtonImage;
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@@ -124,7 +124,7 @@ BOOLEAN CameBackToSpecialtiesPageButNotFinished();
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void EnterIMPSkillTrait( void )
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{
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// UINT32 uiCnt;
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VOBJECT_DESC VObjectDesc;
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VOBJECT_DESC VObjectDesc;
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//add the skill trait buttons
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AddImpSkillTraitButtons();
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@@ -141,13 +141,13 @@ void EnterIMPSkillTrait( void )
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giIMPSkillTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
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giIMPSkillTraitFinsihButton = CreateIconAndTextButton( giIMPSkillTraitFinsihButtonImage, pImpButtonText[ 24 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPSkillTraitFinishCallback );
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giIMPSkillTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
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giIMPSkillTraitFinsihButton = CreateIconAndTextButton( giIMPSkillTraitFinsihButtonImage, pImpButtonText[ 24 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPSkillTraitFinishCallback );
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@@ -206,7 +206,7 @@ void HandleIMPSkillTrait( void )
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gfIST_Redraw = FALSE;
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}
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InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
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InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
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}
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void AddImpSkillTraitButtons()
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@@ -243,9 +243,9 @@ void AddImpSkillTraitButtons()
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}
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if( iCnt == 0 )
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giIMPSkillTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_6.sti", -1,0,-1,1,-1 );
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giIMPSkillTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_6.sti", -1,0,-1,1,-1 );
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else
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giIMPSkillTraitAnswerButtonImage[ iCnt ] = UseLoadedButtonImage( giIMPSkillTraitAnswerButtonImage[ 0 ], -1,0,-1,1,-1 );
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giIMPSkillTraitAnswerButtonImage[ iCnt ] = UseLoadedButtonImage( giIMPSkillTraitAnswerButtonImage[ 0 ], -1,0,-1,1,-1 );
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giIMPSkillTraitAnswerButton[iCnt] = QuickCreateButton( giIMPSkillTraitAnswerButtonImage[ iCnt ], usPosX, usPosY,
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BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 3,
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@@ -289,7 +289,7 @@ void BtnIMPSkillTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// btn->uiFlags|=(BUTTON_CLICKED_ON);
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INT32 iSkillTrait = MSYS_GetBtnUserData( btn, 0 );
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INT32 iSkillTrait = MSYS_GetBtnUserData( btn, 0 );
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HandleIMPSkillTraitAnswers( iSkillTrait, FALSE );
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}
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@@ -333,9 +333,9 @@ void HandleIMPSkillTraitAnswers( UINT32 uiSkillPressed, BOOLEAN fResetAllButtons
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HandleLastSelectedTraits( (INT8)uiSkillPressed );
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/*
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/*
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//if there are already 2 skills selected, and we are trying to PRESS a new button ( skill isnt currently set )
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if( CountNumSkillStraitsSelected() == 2 &&
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if( CountNumSkillStraitsSelected() == 2 &&
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!gfSkillTraitQuestions[ uiSkillPressed ] &&
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uiSkillPressed != IMP_SKILL_TRAITS__NONE )
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{
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@@ -443,7 +443,7 @@ void IMPSkillTraitDisplaySkills()
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UINT32 uiCnt;
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UINT16 usPosX, usPosY;
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UINT16 usBoxPosX, usBoxPosY;
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HVOBJECT hImageHandle;
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HVOBJECT hImageHandle;
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//Display the title
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@@ -577,7 +577,7 @@ INT8 DoesPlayerHaveExtraAttibutePointsToDistributeBasedOnSkillSelection()
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{
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//if the trait is not the ones you cant be expert in )
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if( gfSkillTraitQuestions[ IMP_SKILL_TRAITS__ELECTRONICS ] ||
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gfSkillTraitQuestions[ IMP_SKILL_TRAITS__AMBIDEXTROUS ] ||
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gfSkillTraitQuestions[ IMP_SKILL_TRAITS__AMBIDEXTROUS ] ||
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gfSkillTraitQuestions[ IMP_SKILL_TRAITS__CAMO ] )
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{
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bExtraPoints = 5;
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@@ -632,47 +632,47 @@ void AddSelectedSkillsToSkillsList()
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case IMP_SKILL_TRAITS__ELECTRONICS:
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AddSkillToSkillList( ELECTRONICS );
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break;
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case IMP_SKILL_TRAITS__NIGHT_OPS:
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AddSkillToSkillList( NIGHTOPS );
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break;
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case IMP_SKILL_TRAITS__THROWING:
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AddSkillToSkillList( THROWING );
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break;
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case IMP_SKILL_TRAITS__TEACHING:
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AddSkillToSkillList( TEACHING );
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break;
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case IMP_SKILL_TRAITS__HEAVY_WEAPONS:
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AddSkillToSkillList( HEAVY_WEAPS );
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break;
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case IMP_SKILL_TRAITS__AUTO_WEAPONS:
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AddSkillToSkillList( AUTO_WEAPS );
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break;
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case IMP_SKILL_TRAITS__STEALTHY:
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AddSkillToSkillList( STEALTHY );
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break;
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case IMP_SKILL_TRAITS__AMBIDEXTROUS:
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AddSkillToSkillList( AMBIDEXT );
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break;
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case IMP_SKILL_TRAITS__KNIFING:
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AddSkillToSkillList( KNIFING );
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break;
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case IMP_SKILL_TRAITS__ROOFTOP_SNIPING:
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AddSkillToSkillList( ONROOF );
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case IMP_SKILL_TRAITS__PROF_SNIPER:
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AddSkillToSkillList( PROF_SNIPER );
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break;
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case IMP_SKILL_TRAITS__CAMO:
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AddSkillToSkillList( CAMOUFLAGED );
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break;
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case IMP_SKILL_TRAITS__MARTIAL_ARTS:
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AddSkillToSkillList( MARTIALARTS );
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break;
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@@ -684,7 +684,6 @@ void AddSelectedSkillsToSkillsList()
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void HandleLastSelectedTraits( INT8 bNewTrait )
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{
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INT8 bTemp=-1;
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//if there are none selected
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if( gbLastSelectedTraits[ 0 ] == -1 )
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{
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@@ -706,4 +705,4 @@ void HandleLastSelectedTraits( INT8 bNewTrait )
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gbLastSelectedTraits[ 1 ] = gbLastSelectedTraits[ 0 ];
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gbLastSelectedTraits[ 0 ] = bNewTrait;
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}
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}
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}
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