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New feature: We can now create non-profile-based merchants via lua.scripts.
Requires GameDir >= r2320. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23061&goto=345526&#msg_345526 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8212 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1460,6 +1460,7 @@ void LoadGameExternalOptions()
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// can extra civilians be created via LUA?
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gGameExternalOptions.bExtraCivilians = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_CIVILIANS", FALSE );
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gGameExternalOptions.bExtraMerchants = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_MERCHANTS", FALSE );
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// Add smoke after regular explosions
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gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
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@@ -800,6 +800,7 @@ typedef struct
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BOOLEAN bLazyCivilians;
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BOOLEAN bNeutralCiviliansAvoidPlayerMines; //sevenfm: Neutral civilians can detect mines with MAPELEMENT_PLAYER_MINE_PRESENT flag set
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BOOLEAN bExtraCivilians; // Flugente: add civilians via LUA
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BOOLEAN bExtraMerchants; // Flugente: add non-profile-based merchants via LUA
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BOOLEAN bAddSmokeAfterExplosion;
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BOOLEAN bAllowExplosiveAttachments;
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BOOLEAN bAllowSpecialExplosiveAttachments;
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+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8212 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8212 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8212 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8212 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8212 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8212 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8212 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8207 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8212 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 16.05.08" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 16.05.15" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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+2
-1
@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
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// Keeps track of the saved game version. Increment the saved game version whenever
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// you will invalidate the saved game file
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#define NONPROFILE_MERCHANTS 167 // Flugente: merchants can be created from non-profile NPCs
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#define INDIVIDUAL_MILITIA 166 // Flugente: individual militia
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#define ENEMY_JEEPS 165 // Flugente: enemy jeeps
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#define ENEMY_HELICOPTERS 164 // Flugente: enemy helicopters
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@@ -85,7 +86,7 @@ extern CHAR16 zTrackingNumber[16];
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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#define SAVE_GAME_VERSION INDIVIDUAL_MILITIA
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#define SAVE_GAME_VERSION NONPROFILE_MERCHANTS
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//#define RUSSIANGOLD
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#ifdef __cplusplus
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@@ -678,86 +678,12 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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strcpy(fileName, directoryName);
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strcat(fileName, TINAINVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gTinaInventory,fileName),TINAINVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_1_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[0],fileName),ADITIONALDEALER_1_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_2_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[1],fileName),ADITIONALDEALER_2_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_3_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[2],fileName),ADITIONALDEALER_3_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_4_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[3],fileName),ADITIONALDEALER_4_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_5_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[4],fileName),ADITIONALDEALER_5_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_6_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[5],fileName),ADITIONALDEALER_6_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_7_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[6],fileName),ADITIONALDEALER_7_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_8_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[7],fileName),ADITIONALDEALER_8_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_9_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[8],fileName),ADITIONALDEALER_9_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_10_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[9],fileName),ADITIONALDEALER_10_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_11_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[10],fileName),ADITIONALDEALER_11_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_12_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[11],fileName),ADITIONALDEALER_12_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_13_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[12],fileName),ADITIONALDEALER_13_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_14_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[13],fileName),ADITIONALDEALER_14_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_15_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[14],fileName),ADITIONALDEALER_15_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_16_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[15],fileName),ADITIONALDEALER_16_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_17_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[16],fileName),ADITIONALDEALER_17_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_18_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[17],fileName),ADITIONALDEALER_18_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_19_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[18],fileName),ADITIONALDEALER_19_INVENTORYFILENAME);
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strcpy(fileName, directoryName);
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strcat(fileName, ADITIONALDEALER_20_INVENTORYFILENAME);
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SGP_THROW_IFFALSE(ReadInInventoryStats(gArmsDealerAdditional[19],fileName),ADITIONALDEALER_20_INVENTORYFILENAME);
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for ( int i = 0; i < ADDITIONAL_ARMS_DEALERS; ++i )
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{
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sprintf_s( fileName, 260, "%s%s%d%s", directoryName, ADITIONALDEALER_INVENTORYFILENAME_A, i + 1, ADITIONALDEALER_INVENTORYFILENAME_B );
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ReadInInventoryStats( gArmsDealerAdditional[i], fileName );
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}
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strcpy(fileName, directoryName);
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strcat(fileName, CITYTABLEFILENAME);
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+15
-3
@@ -747,11 +747,23 @@ BOOLEAN LoadArmsDealerInventoryFromSavedGameFile( HWFILE hFile )
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{
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return( FALSE );
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}
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gArmsDealersInventory.resize(dealers);
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if (!FileRead( hFile, gArmsDealerStatus, sizeof( gArmsDealerStatus ), &uiNumBytesRead ))
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if ( guiCurrentSaveGameVersion >= NONPROFILE_MERCHANTS )
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{
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return( FALSE );
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if ( !FileRead( hFile, gArmsDealerStatus, sizeof(gArmsDealerStatus), &uiNumBytesRead ) )
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{
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return(FALSE);
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}
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}
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else
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{
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// Flugente: as we increased the number of dealers, we can only read part of the array
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if ( !FileRead( hFile, gArmsDealerStatus, sizeof(ARMS_DEALER_STATUS) * 40, &uiNumBytesRead ) )
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{
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return(FALSE);
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}
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}
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//loop through all the dealers inventories
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@@ -2179,7 +2191,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
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}
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numBytesRead = ReadFieldByField(hFile, &this->bScopeMode, sizeof(bScopeMode), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->ubMilitiaAssists, sizeof(ubMilitiaAssists), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT8_2, sizeof(bUnusedINT8_2), sizeof(INT8), numBytesRead );
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numBytesRead = ReadFieldByField(hFile, &this->sNonNPCTraderID, sizeof(sNonNPCTraderID), sizeof(INT8), numBytesRead );
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numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT8_3, sizeof(bUnusedINT8_3), sizeof(INT8), numBytesRead );
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numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT16_4, sizeof(bUnusedINT16_4), sizeof(INT16), numBytesRead );
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numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT16_5, sizeof(bUnusedINT16_5), sizeof(INT16), numBytesRead );
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+12
-11
@@ -13080,23 +13080,24 @@ static int l_CreateArmedCivilain( lua_State *L )
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static int l_CreateCivilian( lua_State *L )
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{
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if ( lua_gettop( L ) >= 11 )
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if ( lua_gettop( L ) >= 12 )
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{
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INT32 sGridNo = lua_tointeger( L, 1 );
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UINT8 usCivilianGroup = lua_tointeger( L, 2 );
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INT8 sBodyType = lua_tointeger( L, 3 );
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INT8 aVest = lua_tointeger( L, 4 );
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INT8 aPants = lua_tointeger( L, 5 );
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INT8 aHair = lua_tointeger( L, 6 );
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INT8 aSkin = lua_tointeger( L, 7 );
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INT16 item1 = lua_tointeger( L, 8 );
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INT16 item2 = lua_tointeger( L, 9 );
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INT16 item3 = lua_tointeger( L, 10 );
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INT16 item4 = lua_tointeger( L, 11 );
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INT8 usTraderID = lua_tointeger( L, 3 );
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INT8 sBodyType = lua_tointeger( L, 4 );
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INT8 aVest = lua_tointeger( L, 5 );
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INT8 aPants = lua_tointeger( L, 6 );
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INT8 aHair = lua_tointeger( L, 7 );
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INT8 aSkin = lua_tointeger( L, 8 );
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INT16 item1 = lua_tointeger( L, 9 );
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INT16 item2 = lua_tointeger( L, 10 );
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INT16 item3 = lua_tointeger( L, 11 );
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INT16 item4 = lua_tointeger( L, 12 );
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if ( gGameExternalOptions.bExtraCivilians )
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{
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SOLDIERTYPE* pSoldier = TacticalCreateCivilian( sGridNo, usCivilianGroup, sBodyType, aVest, aPants, aHair, aSkin, item1, item2, item3, item4 );
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SOLDIERTYPE* pSoldier = TacticalCreateCivilian( sGridNo, usCivilianGroup, usTraderID, sBodyType, aVest, aPants, aHair, aSkin, item1, item2, item3, item4 );
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if ( pSoldier )
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{
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@@ -17,6 +17,7 @@
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#include "Quests.h"
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#include "Scheduling.h"
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#include "GameSettings.h"
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#include "Overhead.h" // added by Flugente for MercPtrs[]
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#endif
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#ifdef JA2UB
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@@ -1161,14 +1162,10 @@ BOOLEAN IsMercADealer( UINT8 ubMercID )
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return( FALSE );
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}
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INT8 GetArmsDealerIDFromMercID( UINT8 ubMercID )
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{
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INT8 cnt;
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//loop through the list of arms dealers
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for( cnt=0; cnt<NUM_ARMS_DEALERS; cnt++ )
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for ( INT8 cnt = 0; cnt<NUM_ARMS_DEALERS; ++cnt )
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{
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if( armsDealerInfo[ cnt ].ubShopKeeperID == ubMercID )
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return( cnt );
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@@ -1177,8 +1174,6 @@ INT8 GetArmsDealerIDFromMercID( UINT8 ubMercID )
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return( -1 );
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}
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UINT8 GetTypeOfArmsDealer( UINT8 ubDealerID )
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{
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return( armsDealerInfo[ ubDealerID ].ubTypeOfArmsDealer );
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@@ -1769,28 +1764,34 @@ void RemoveRandomItemFromArmsDealerInventory( UINT8 ubArmsDealer, UINT16 usItemI
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}
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BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 ubMercID )
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BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 usProfileID, UINT8 aMercID )
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{
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INT8 bArmsDealer;
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#ifdef JA2UB
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BOOLEAN fBoobyTrapItemsWhenDropping=FALSE;
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#endif
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//Get Dealer ID from from merc Id
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bArmsDealer = GetArmsDealerIDFromMercID( ubMercID );
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if( bArmsDealer == -1 )
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INT8 bArmsDealer = GetArmsDealerIDFromMercID( usProfileID );
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//Get a pointer to the dealer
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID( usProfileID, FALSE );
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// not if this isn't a proper profile
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if ( usProfileID == NO_PROFILE )
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{
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pSoldier = MercPtrs[aMercID];
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if ( pSoldier && pSoldier->sNonNPCTraderID > 0 )
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bArmsDealer = pSoldier->sNonNPCTraderID;
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else
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bArmsDealer = -1;
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}
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if( bArmsDealer <= -1 )
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{
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// not a dealer, that's ok, we get called for every dude that croaks.
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return( FALSE );
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}
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SOLDIERTYPE *pSoldier;
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// mark the dealer as being out of business!
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gArmsDealerStatus[ bArmsDealer ].fOutOfBusiness = TRUE;
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//Get a pointer to the dealer
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pSoldier = FindSoldierByProfileID( ubMercID, FALSE );
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if( pSoldier == NULL )
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{
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// This should never happen, a dealer getting knocked off without the sector being loaded, should it?
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@@ -1815,8 +1816,7 @@ BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 ubMercID )
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}
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gArmsDealersInventory[bArmsDealer].clear();
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//if the dealer has money
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if( gArmsDealerStatus[ bArmsDealer ].uiArmsDealersCash > 0 )
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{
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@@ -1831,6 +1831,7 @@ BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 ubMercID )
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gArmsDealerStatus[ bArmsDealer ].uiArmsDealersCash = 0;
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}
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return( TRUE );
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}
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@@ -3,7 +3,7 @@
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#include "Store Inventory.h"
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#define ADDITIONAL_ARMS_DEALERS 20 // Flugente: this does NOT include Tina, this is for the as-of-yet undetermined slots
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#define ADDITIONAL_ARMS_DEALERS 60 // Flugente: this does NOT include Tina, this is for the as-of-yet undetermined slots
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//enums for the various arms dealers
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enum
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@@ -184,6 +184,7 @@ typedef struct
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UINT32 daysDelayMax; // 1-10
|
||||
bool useBRSetting;
|
||||
bool allInventoryAlwaysAvailable;
|
||||
UINT8 nonprofile_loyaltyrequired; // Flugente: if dealer is a non-profile NPC in a city, this is the loyalty required for us to deal with him
|
||||
} ARMS_DEALER_INFO;
|
||||
|
||||
|
||||
@@ -372,7 +373,7 @@ UINT32 GetTimeToFixItemBeingRepaired( UINT8 ubArmsDealer, UINT16 usItemIndex, UI
|
||||
BOOLEAN CanDealerTransactItem( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN fPurchaseFromPlayer );
|
||||
BOOLEAN CanDealerRepairItem( UINT8 ubArmsDealer, UINT16 usItemIndex );
|
||||
|
||||
BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 ubMercID );
|
||||
BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 usProfileID, UINT8 aMercID );
|
||||
|
||||
void MakeObjectOutOfDealerItems( DEALER_SPECIAL_ITEM *pSpclItemInfo, OBJECTTYPE *pObject );
|
||||
void CreateObjectForDealer( int usItem, int status, int numObjects, OBJECTTYPE *pObject );
|
||||
|
||||
@@ -4030,7 +4030,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
|
||||
}
|
||||
|
||||
//if the NPC is a dealer, add the dealers items to the ground
|
||||
AddDeadArmsDealerItemsToWorld( pSoldierOld->ubProfile );
|
||||
AddDeadArmsDealerItemsToWorld( pSoldierOld->ubProfile, pSoldierOld->ubID );
|
||||
|
||||
#ifdef JA2UB
|
||||
HandleDeathInPowerGenSector( pSoldierOld ); //ja25 ub
|
||||
|
||||
@@ -332,6 +332,9 @@ INT32 giSKIMessageBox=-1;
|
||||
|
||||
INT8 gbSelectedArmsDealerID = -1; //Contains the enum value for the currently selected arms dealer
|
||||
|
||||
// Flugente: while we're trading, store the ID of non-NPC dealers
|
||||
UINT8 gusIDOfCivTrader = NOBODY;
|
||||
|
||||
//the quote that is in progress, in certain circumstances, we don't want queuing of related but different quotes
|
||||
INT32 giShopKeepDialogueEventinProgress = - 1;
|
||||
|
||||
@@ -609,7 +612,7 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount );
|
||||
void MovePlayerOfferedItemsOfValueToArmsDealersInventory( );
|
||||
INT16 AddInventoryToSkiLocation( INVENTORY_IN_SLOT *pInv, UINT16 ubSpotLocation, UINT8 ubWhere );
|
||||
BOOLEAN RemoveItemFromDealersInventory( INVENTORY_IN_SLOT* pInvSlot, UINT16 ubSlot );
|
||||
BOOLEAN InitShopKeepersFace( UINT8 ubMercID );
|
||||
BOOLEAN InitShopKeepersFace( UINT8 usProfileID );
|
||||
void DisplayTalkingArmsDealer();
|
||||
BOOLEAN StartShopKeeperTalking( UINT16 usQuoteNum );
|
||||
void HandleShopKeeperDialog( UINT8 ubInit );
|
||||
@@ -792,8 +795,7 @@ UINT32 ShopKeeperScreenHandle()
|
||||
RestoreBackgroundRects();
|
||||
|
||||
GetShopKeeperInterfaceUserInput();
|
||||
|
||||
|
||||
|
||||
// Check for any newly added items...
|
||||
if ( gpSMCurrentMerc->flags.fCheckForNewlyAddedItems )
|
||||
{
|
||||
@@ -802,10 +804,8 @@ UINT32 ShopKeeperScreenHandle()
|
||||
gpSMCurrentMerc->flags.fCheckForNewlyAddedItems = FALSE;
|
||||
}
|
||||
|
||||
|
||||
HandleShopKeeperInterface();
|
||||
|
||||
|
||||
|
||||
if( gubSkiDirtyLevel == SKI_DIRTY_LEVEL2 )
|
||||
{
|
||||
RenderShopKeeperInterface();
|
||||
@@ -860,13 +860,10 @@ UINT32 ShopKeeperScreenHandle()
|
||||
|
||||
gfDisplayNoRoomMsg = FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
return( SHOPKEEPER_SCREEN );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT32 ShopKeeperScreenShutdown()
|
||||
{
|
||||
ShutDownArmsDealers();
|
||||
@@ -874,18 +871,10 @@ UINT32 ShopKeeperScreenShutdown()
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
//
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
BOOLEAN EnterShopKeeperInterface()
|
||||
{
|
||||
VOBJECT_DESC VObjectDesc;
|
||||
@@ -893,12 +882,17 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
CHAR8 zTemp[32];
|
||||
VSURFACE_DESC vs_desc;
|
||||
|
||||
|
||||
//ADB if we are here, we must be able to talk with an extended ear (CheckIfRadioIsEquipped())
|
||||
//but if we are physically too far away, we don't have extended arms!
|
||||
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
SOLDIERTYPE* pShopkeeper = FindSoldierByProfileID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID, FALSE );
|
||||
SOLDIERTYPE* pShopkeeper = NULL;
|
||||
|
||||
if ( gusIDOfCivTrader != NOBODY )
|
||||
pShopkeeper = MercPtrs[gusIDOfCivTrader];
|
||||
else
|
||||
pShopkeeper = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
|
||||
|
||||
if ( GetRangeFromGridNoDiff( pSoldier->sGridNo, pShopkeeper->sGridNo ) > NPC_TALK_RADIUS )
|
||||
{
|
||||
//so now we know we are too far away to trade, so instead of just quitting,
|
||||
@@ -950,7 +944,6 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// make sure current merc is close enough and eligible to talk to the shopkeeper.
|
||||
AssertMsg( CanMercInteractWithSelectedShopkeeper( MercPtrs[ gusSelectedSoldier ] ), "Selected merc can't interact with shopkeeper. Send save AM-1");
|
||||
|
||||
@@ -1010,7 +1003,6 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
// load the Main trade screen background image
|
||||
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
||||
FilenameForBPP("InterFace\\itemcrossout.sti", VObjectDesc.ImageFile);
|
||||
@@ -1022,8 +1014,6 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
ATM:
|
||||
// load the Main trade screen backgroiund image
|
||||
@@ -1047,16 +1037,15 @@ ATM:
|
||||
|
||||
//Create the string for the face file name
|
||||
//sprintf( zTemp, "FACES\\33FACE\\%02d.sti", gMercProfiles[ pSoldier->ubProfile ].ubFaceIndex );
|
||||
|
||||
|
||||
if ( gProfilesIMP[ pSoldier->ubProfile ].ProfilId == pSoldier->ubProfile )
|
||||
{
|
||||
sprintf( zTemp, "IMPFACES\\33FACE\\%02d.sti", gMercProfiles[ pSoldier->ubProfile ].ubFaceIndex );
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf( zTemp, "FACES\\33FACE\\%02d.sti", gMercProfiles[ pSoldier->ubProfile ].ubFaceIndex );
|
||||
}
|
||||
|
||||
if ( gProfilesIMP[ pSoldier->ubProfile ].ProfilId == pSoldier->ubProfile )
|
||||
{
|
||||
sprintf( zTemp, "IMPFACES\\33FACE\\%02d.sti", gMercProfiles[ pSoldier->ubProfile ].ubFaceIndex );
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf( zTemp, "FACES\\33FACE\\%02d.sti", gMercProfiles[ pSoldier->ubProfile ].ubFaceIndex );
|
||||
}
|
||||
|
||||
//While we are at it, add their small face
|
||||
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
||||
@@ -1089,9 +1078,7 @@ ATM:
|
||||
BUTTON_NEWTOGGLE, MSYS_PRIORITY_HIGHEST,
|
||||
DEFAULT_MOVE_CALLBACK, BtnSKI_InvPageDownButtonCallback );
|
||||
SpecifyDisabledButtonStyle( guiSKI_InvPageDownButton, DISABLED_STYLE_HATCHED );
|
||||
|
||||
|
||||
|
||||
|
||||
//Evaluate:
|
||||
EnableDisableShopkeeperButtons(SHOPKEEPER_SCREEN, ACTIVATE_BUTTON);
|
||||
// guiSKI_EvaluateButtonImage = LoadButtonImage("INTERFACE\\TradeButtons.sti", -1,0,-1,1,-1 );
|
||||
@@ -1142,10 +1129,7 @@ ATM:
|
||||
MSYS_DefineRegion( &gSKI_EntireScreenMouseRegions, 0, 0, (SCREEN_WIDTH - 1), (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT), MSYS_PRIORITY_HIGH-2,
|
||||
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK);
|
||||
MSYS_AddRegion( &gSKI_EntireScreenMouseRegions );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
//ATM:
|
||||
//Blanket the tactical buttons where the ATM will go
|
||||
@@ -1156,9 +1140,7 @@ ATM:
|
||||
|
||||
//Create the mouse regions for the inventory slot
|
||||
CreateSkiInventorySlotMouseRegions( );
|
||||
|
||||
|
||||
|
||||
|
||||
//Create the mouse region to limit the movement of the item cursos
|
||||
MSYS_DefineRegion( &gSkiInventoryMovementAreaMouseRegions, SKI_ITEM_MOVEMENT_AREA_X, SKI_ITEM_MOVEMENT_AREA_Y, (UINT16)(SKI_ITEM_MOVEMENT_AREA_X+SKI_ITEM_MOVEMENT_AREA_WIDTH), (UINT16)(SKI_ITEM_MOVEMENT_AREA_Y+SKI_ITEM_MOVEMENT_AREA_HEIGHT), MSYS_PRIORITY_HIGH-1,
|
||||
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); //SelectSkiInventoryMovementAreaRegionCallBack
|
||||
@@ -1166,14 +1148,12 @@ ATM:
|
||||
|
||||
//Disable the region that limits the movement of the cursor with the item
|
||||
MSYS_DisableRegion( &gSkiInventoryMovementAreaMouseRegions );
|
||||
|
||||
|
||||
|
||||
//Create the mouse region for the shopkeeper's face
|
||||
MSYS_DefineRegion( &gArmsDealersFaceMouseRegions, SKI_FACE_X, SKI_FACE_Y, (UINT16)(SKI_FACE_X+SKI_FACE_WIDTH), (UINT16)(SKI_FACE_Y+SKI_FACE_HEIGHT), MSYS_PRIORITY_HIGH-1,
|
||||
CURSOR_NORMAL, MSYS_NO_CALLBACK, SelectArmsDealersFaceRegionCallBack );
|
||||
MSYS_AddRegion( &gArmsDealersFaceMouseRegions );
|
||||
|
||||
|
||||
|
||||
//Create the atm button
|
||||
//ATM:
|
||||
// CreateSkiAtmButtons();
|
||||
@@ -1189,13 +1169,9 @@ ATM:
|
||||
HandlePossibleRepairDelays();
|
||||
}
|
||||
|
||||
|
||||
//Setup the currently selected arms dealer
|
||||
InitializeShopKeeper( TRUE );
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Set the flag indicating that we are in the shop keeper interface
|
||||
guiTacticalInterfaceFlags |= INTERFACE_SHOPKEEP_INTERFACE;
|
||||
|
||||
@@ -1260,7 +1236,6 @@ ATM:
|
||||
// Dirty the bottom panel
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
|
||||
|
||||
gfDealerHasSaidTheEvaluateQuoteOnceThisSession = FALSE;
|
||||
guiRandomQuoteDelayTime = SKI_DEALERS_RANDOM_QUOTE_DELAY;
|
||||
|
||||
@@ -1290,32 +1265,31 @@ ATM:
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN InitShopKeepersFace( UINT8 ubMercID )
|
||||
BOOLEAN InitShopKeepersFace( UINT8 usProfileID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = FindSoldierByProfileID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID, FALSE );
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
|
||||
// if this is a non-NPC, don't set this up
|
||||
if ( gusIDOfCivTrader == NOBODY )
|
||||
pSoldier = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
|
||||
|
||||
if( pSoldier == NULL )
|
||||
{
|
||||
#ifdef JA2TESTVERSION
|
||||
//Create the facial index
|
||||
giShopKeeperFaceIndex = InitFace( ubMercID, NOBODY, FACE_BIGFACE );
|
||||
#else
|
||||
return( FALSE );
|
||||
#endif
|
||||
//Create the facial index
|
||||
giShopKeeperFaceIndex = InitFace( usProfileID, NOBODY, FACE_BIGFACE );
|
||||
}
|
||||
else
|
||||
{
|
||||
//Create the facial index
|
||||
giShopKeeperFaceIndex = InitFace( ubMercID, pSoldier->ubID, FACE_BIGFACE );
|
||||
giShopKeeperFaceIndex = InitFace( usProfileID, pSoldier->ubID, FACE_BIGFACE );
|
||||
}
|
||||
|
||||
|
||||
SetAutoFaceActive( FRAME_BUFFER, FACE_AUTO_RESTORE_BUFFER, giShopKeeperFaceIndex, SKI_FACE_X, SKI_FACE_Y );
|
||||
|
||||
//Set it so the face cannot be set InActive
|
||||
gFacesData[ giShopKeeperFaceIndex ].uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE;
|
||||
|
||||
|
||||
if ( giShopKeeperFaceIndex > -1 )
|
||||
gFacesData[ giShopKeeperFaceIndex ].uiFlags |= FACE_INACTIVE_HANDLED_ELSEWHERE;
|
||||
|
||||
RenderAutoFace( giShopKeeperFaceIndex );
|
||||
|
||||
return(TRUE);
|
||||
@@ -1443,7 +1417,6 @@ void HandleShopKeeperInterface()
|
||||
|
||||
INT32 iCounter = 0;
|
||||
|
||||
|
||||
//if we are in the item desc panel, disable the buttons
|
||||
if( InItemDescriptionBox( ) && pShopKeeperItemDescObject != NULL )
|
||||
{
|
||||
@@ -1467,8 +1440,7 @@ void HandleShopKeeperInterface()
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if( gubSkiDirtyLevel == SKI_DIRTY_LEVEL2 )
|
||||
{
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
@@ -1505,7 +1477,6 @@ void HandleShopKeeperInterface()
|
||||
|
||||
DisplayTalkingArmsDealer();
|
||||
|
||||
|
||||
DisplayArmsDealerCurrentInventoryPage( );
|
||||
|
||||
DisplayArmsDealerOfferArea();
|
||||
@@ -1583,14 +1554,12 @@ BOOLEAN RenderShopKeeperInterface()
|
||||
CHAR16 zMoney[128];
|
||||
HVSURFACE hDestVSurface, hSrcVSurface;
|
||||
SGPRect SrcRect;
|
||||
|
||||
|
||||
|
||||
if( InItemDescriptionBox( ) && pShopKeeperItemDescObject != NULL )
|
||||
{
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
// RenderSMPanel( &fDirty );
|
||||
|
||||
// RenderTacticalInterface( );
|
||||
@@ -1618,8 +1587,7 @@ BOOLEAN RenderShopKeeperInterface()
|
||||
|
||||
//Display the total value text
|
||||
DisplayWrappedString( SKI_TOTAL_VALUE_X, SKI_TOTAL_VALUE_Y, SKI_TOTAL_VALUE_WIDTH, 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SKI_Text[ SKI_TEXT_TOTAL_VALUE ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
|
||||
|
||||
//Display the players current balance text
|
||||
DisplayWrappedString( SKI_PLAYERS_CURRENT_BALANCE_X, SKI_PLAYERS_CURRENT_BALANCE_Y, SKI_PLAYERS_CURRENT_BALANCE_WIDTH, 2, SKI_LABEL_FONT, SKI_TITLE_COLOR, SkiMessageBoxText[ SKI_PLAYERS_CURRENT_BALANCE ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
|
||||
|
||||
@@ -2569,19 +2537,37 @@ void SelectSkiInventoryMovementAreaRegionCallBack(MOUSE_REGION * pRegion, INT32
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer )
|
||||
{
|
||||
gusIDOfCivTrader = NOBODY;
|
||||
|
||||
//Get Dealer ID from from merc Id
|
||||
gbSelectedArmsDealerID = GetArmsDealerIDFromMercID( ubArmsDealer );
|
||||
|
||||
if( gbSelectedArmsDealerID == -1 )
|
||||
if( gbSelectedArmsDealerID <= -1 )
|
||||
{
|
||||
#ifdef JA2BETAVERSION
|
||||
#ifdef JA2BETAVERSION
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_BETAVERSION, L"Failed to find Arms Dealer ID From Merc ID #%d", ubArmsDealer );
|
||||
#endif
|
||||
#endif
|
||||
gfSKIScreenExit = TRUE;
|
||||
}
|
||||
|
||||
LeaveTacticalScreen( SHOPKEEPER_SCREEN );
|
||||
}
|
||||
|
||||
// Flugente: set up shopkeeper with a non-NPC
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID )
|
||||
{
|
||||
gusIDOfCivTrader = aMercID;
|
||||
|
||||
//Get Dealer ID from from merc Id
|
||||
gbSelectedArmsDealerID = ubArmsDealerID;
|
||||
|
||||
if ( gbSelectedArmsDealerID <= -1 )
|
||||
{
|
||||
#ifdef JA2BETAVERSION
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_BETAVERSION, L"Failed to find Arms Dealer ID From Merc ID #%d", ubArmsDealerID );
|
||||
#endif
|
||||
gfSKIScreenExit = TRUE;
|
||||
}
|
||||
|
||||
@@ -4015,13 +4001,11 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount )
|
||||
UINT32 uiMoneyInPlayersOfferArea = CalculateHowMuchMoneyIsInPlayersOfferArea( );
|
||||
INT32 iChangeToGiveToPlayer = 0;
|
||||
UINT32 uiAvailablePlayerOfferSlots;
|
||||
|
||||
|
||||
|
||||
//if the player has already requested to leave, get out
|
||||
if( gfUserHasRequestedToLeave )
|
||||
return;
|
||||
|
||||
|
||||
// handle bribing... if the player is giving the dealer money, without buying anything
|
||||
if( IsMoneyTheOnlyItemInThePlayersOfferArea( ) && CountNumberOfItemsInTheArmsDealersOfferArea( ) == 0 )
|
||||
{
|
||||
@@ -4934,7 +4918,8 @@ void DisplayTalkingArmsDealer()
|
||||
|
||||
|
||||
//Make sure the Dealers doesn't get disabled
|
||||
gFacesData[ giShopKeeperFaceIndex ].fDisabled = FALSE;
|
||||
if ( giShopKeeperFaceIndex > -1 )
|
||||
gFacesData[ giShopKeeperFaceIndex ].fDisabled = FALSE;
|
||||
|
||||
HandleDialogue();
|
||||
|
||||
@@ -4944,8 +4929,9 @@ void DisplayTalkingArmsDealer()
|
||||
HandleTalkingAutoFaces( );
|
||||
HandleShopKeeperDialog( 0 );
|
||||
|
||||
|
||||
gfIsTheShopKeeperTalking = gFacesData[ giShopKeeperFaceIndex ].fTalking;
|
||||
gfIsTheShopKeeperTalking = FALSE;
|
||||
if ( giShopKeeperFaceIndex > -1 )
|
||||
gfIsTheShopKeeperTalking = gFacesData[ giShopKeeperFaceIndex ].fTalking;
|
||||
|
||||
//if the merc just started talking
|
||||
// if( gfIsTheShopKeeperTalking && !fWasTheMercTalking )
|
||||
@@ -7070,16 +7056,13 @@ void StartSKIDescriptionBox( void )
|
||||
|
||||
void DeleteShopKeeperItemDescBox()
|
||||
{
|
||||
INT32 iCnt;
|
||||
|
||||
|
||||
pShopKeeperItemDescObject = NULL;
|
||||
gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
|
||||
|
||||
//Redraw the face
|
||||
gFacesData[ giShopKeeperFaceIndex ].uiFlags |= FACE_REDRAW_WHOLE_FACE_NEXT_FRAME;
|
||||
|
||||
|
||||
if ( giShopKeeperFaceIndex > -1 )
|
||||
gFacesData[ giShopKeeperFaceIndex ].uiFlags |= FACE_REDRAW_WHOLE_FACE_NEXT_FRAME;
|
||||
|
||||
// enable almost everything!
|
||||
|
||||
CheckForDisabledForGiveItem( );
|
||||
@@ -7104,7 +7087,7 @@ void DeleteShopKeeperItemDescBox()
|
||||
EnableAllDealersInventorySlots();
|
||||
EnableAllDealersOfferSlots();
|
||||
|
||||
for (iCnt = 0; iCnt < SKI_NUM_TRADING_INV_SLOTS; iCnt++)
|
||||
for ( INT32 iCnt = 0; iCnt < SKI_NUM_TRADING_INV_SLOTS; ++iCnt )
|
||||
{
|
||||
MSYS_EnableRegion( &gPlayersOfferSlotsMouseRegions[ iCnt ] );
|
||||
MSYS_EnableRegion( &gPlayersOfferSlotsSmallFaceMouseRegions[ iCnt ] );
|
||||
@@ -7119,11 +7102,9 @@ void DeleteShopKeeperItemDescBox()
|
||||
|
||||
// if( giItemDescAmmoButton >= 0 && ButtonList[ giItemDescAmmoButton ].
|
||||
// EnableButton( giItemDescAmmoButton );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN OfferObjectToDealer( OBJECTTYPE *pComplexObject, UINT8 ubOwnerProfileId, INT16 bOwnerSlotId )
|
||||
{
|
||||
UINT8 ubRepairableSubObjects;
|
||||
@@ -7136,7 +7117,6 @@ BOOLEAN OfferObjectToDealer( OBJECTTYPE *pComplexObject, UINT8 ubOwnerProfileId,
|
||||
BOOLEAN fFirstOne = TRUE;
|
||||
BOOLEAN fSuccess = FALSE;
|
||||
|
||||
|
||||
if ( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer != ARMS_DEALER_REPAIRS )
|
||||
{
|
||||
// if not actually doing repairs, there's no need to split objects up at all
|
||||
@@ -7367,8 +7347,7 @@ BOOLEAN ShopkeeperAutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObject,
|
||||
// the entire pObj will get memset to 0 by RemoveObjs() if all the items are successfully placed,
|
||||
// so we have to keep a copy to retrieve with every iteration of the loop
|
||||
OBJECTTYPE movingObject;
|
||||
|
||||
|
||||
|
||||
while ( pObject->exists() == true )
|
||||
{
|
||||
// figure out how many to place during this loop iteration. Can't do more than MAX_OBJECTS_PER_SLOT at a time
|
||||
@@ -7389,7 +7368,6 @@ BOOLEAN ShopkeeperAutoPlaceObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObject,
|
||||
}
|
||||
|
||||
|
||||
|
||||
// The Shopkeeper interface *MUST* use this intermediary function instead of calling AddItemToPool() directly!
|
||||
// This is because the OBJECTTYPEs used within Shopkeeper may contain an illegal ubNumberOfObjects
|
||||
void ShopkeeperAddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel )
|
||||
@@ -7408,8 +7386,6 @@ void ShopkeeperAddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void IfMercOwnedCopyItemToMercInv( INVENTORY_IN_SLOT *pInv )
|
||||
{
|
||||
INT16 sSoldierID;
|
||||
@@ -7494,7 +7470,6 @@ BOOLEAN SKITryToReturnInvToOwnerOrCurrentMerc( INVENTORY_IN_SLOT *pInv )
|
||||
// owner's inventory is full, so we'll try to give it to the current merc instead
|
||||
}
|
||||
|
||||
|
||||
//if the current merc is not disabled
|
||||
if( !gfSMDisableForItems )
|
||||
{
|
||||
@@ -7514,8 +7489,7 @@ BOOLEAN SKITryToAddInvToMercsInventory( INVENTORY_IN_SLOT *pInv, SOLDIERTYPE *pS
|
||||
{
|
||||
INT8 bMoneyInvPos;
|
||||
BOOLEAN fNewItem = FALSE;
|
||||
|
||||
|
||||
|
||||
//if the item is money
|
||||
if( Item[ pInv->sItemIndex ].usItemClass == IC_MONEY )
|
||||
{
|
||||
@@ -7538,7 +7512,6 @@ BOOLEAN SKITryToAddInvToMercsInventory( INVENTORY_IN_SLOT *pInv, SOLDIERTYPE *pS
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// If it's just been purchased or repaired, mark it as a "new item"
|
||||
fNewItem = ( BOOLEAN ) ( pInv->uiFlags & ( ARMS_INV_JUST_PURCHASED | ARMS_INV_ITEM_REPAIRED ) );
|
||||
|
||||
@@ -7552,20 +7525,21 @@ BOOLEAN SKITryToAddInvToMercsInventory( INVENTORY_IN_SLOT *pInv, SOLDIERTYPE *pS
|
||||
return(TRUE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
SOLDIERTYPE *pShopkeeper;
|
||||
INT32 sDestGridNo;
|
||||
INT8 bDestLevel;
|
||||
UINT32 uiRange;
|
||||
|
||||
|
||||
|
||||
Assert( pSoldier!= NULL );
|
||||
Assert( gbSelectedArmsDealerID != -1 );
|
||||
|
||||
pShopkeeper = FindSoldierByProfileID( armsDealerInfo[ gbSelectedArmsDealerID ].ubShopKeeperID, FALSE );
|
||||
if ( gusIDOfCivTrader != NOBODY )
|
||||
pShopkeeper = MercPtrs[gusIDOfCivTrader];
|
||||
else
|
||||
pShopkeeper = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
|
||||
|
||||
Assert( pShopkeeper != NULL );
|
||||
Assert( pShopkeeper->bActive );
|
||||
Assert( pShopkeeper->bInSector );
|
||||
@@ -7597,8 +7571,6 @@ BOOLEAN CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier )
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
#ifdef JA2TESTVERSION
|
||||
|
||||
void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo )
|
||||
@@ -7632,8 +7604,7 @@ void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo )
|
||||
void ExitSKIRequested()
|
||||
{
|
||||
BOOLEAN fPlayerOwnedStuffOnTable = FALSE;
|
||||
|
||||
|
||||
|
||||
ShutUpShopKeeper();
|
||||
|
||||
if( !gfRemindedPlayerToPickUpHisStuff )
|
||||
@@ -7669,8 +7640,7 @@ void ExitSKIRequested()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// if the player hasn't already requested to leave
|
||||
if( !gfUserHasRequestedToLeave )
|
||||
{
|
||||
@@ -7688,8 +7658,6 @@ void ExitSKIRequested()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ResetAllQuoteSaidFlags()
|
||||
{
|
||||
UINT8 uiCnt;
|
||||
@@ -7703,14 +7671,11 @@ void ResetAllQuoteSaidFlags()
|
||||
guiLastTimeDealerSaidNormalEvaluationQuote = 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void DealWithItemsStillOnTheTable()
|
||||
{
|
||||
UINT8 ubCnt;
|
||||
SOLDIERTYPE *pDropSoldier;
|
||||
|
||||
|
||||
|
||||
// in case we have have to drop stuff off at someone's feet, figure out where it's all gonna go
|
||||
|
||||
// use the current merc, unless he's ineligible, then use the selected merc instead.
|
||||
@@ -7755,8 +7720,6 @@ void DealWithItemsStillOnTheTable()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ReturnItemToPlayerSomehow( INVENTORY_IN_SLOT *pInvSlot, SOLDIERTYPE *pDropSoldier )
|
||||
{
|
||||
//if the item doesn't have a duplicate copy in its owner merc's inventory slot
|
||||
@@ -7770,6 +7733,7 @@ void ReturnItemToPlayerSomehow( INVENTORY_IN_SLOT *pInvSlot, SOLDIERTYPE *pDropS
|
||||
ShopkeeperAddItemToPool( pDropSoldier->sGridNo, &pInvSlot->ItemObject, VISIBLE, pDropSoldier->pathing.bLevel, 0, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
//CHRISL: We need to handle LBENODE items a little differently so we don't lose anything stored in them. Instead of
|
||||
// trying to return the item, simply drop the item to the ground.
|
||||
if(UsingNewInventorySystem() == true && pInvSlot->ItemObject.IsActiveLBE(0) == true)
|
||||
@@ -7779,8 +7743,6 @@ void ReturnItemToPlayerSomehow( INVENTORY_IN_SLOT *pInvSlot, SOLDIERTYPE *pDropS
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GivePlayerSomeChange( UINT32 uiAmount )
|
||||
{
|
||||
INVENTORY_IN_SLOT MoneyInvSlot;
|
||||
@@ -7805,8 +7767,6 @@ void GivePlayerSomeChange( UINT32 uiAmount )
|
||||
gArmsDealerStatus[ gbSelectedArmsDealerID ].uiArmsDealersCash -= uiAmount;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void DealerGetsBribed( UINT8 ubProfileId, UINT32 uiMoneyAmount )
|
||||
{
|
||||
BOOLEAN fBribable = FALSE;
|
||||
@@ -7836,13 +7796,10 @@ void DealerGetsBribed( UINT8 ubProfileId, UINT32 uiMoneyAmount )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void HandlePossibleRepairDelays()
|
||||
{
|
||||
UINT32 uiHoursSinceAnyItemsShouldHaveBeenRepaired = 0;
|
||||
|
||||
|
||||
|
||||
// assume there won't be a delay
|
||||
gfStartWithRepairsDelayedQuote = FALSE;
|
||||
|
||||
@@ -7884,8 +7841,6 @@ void HandlePossibleRepairDelays()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN RepairmanFixingAnyItemsThatShouldBeDoneNow( UINT32 *puiHoursSinceOldestItemRepaired )
|
||||
{
|
||||
//if the dealer is not a repair dealer, return
|
||||
@@ -7929,12 +7884,10 @@ BOOLEAN RepairmanFixingAnyItemsThatShouldBeDoneNow( UINT32 *puiHoursSinceOldestI
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// if FALSE returned here, he's either not repairing anything, or none of it's done yet
|
||||
return( fFoundOne );
|
||||
}
|
||||
|
||||
|
||||
void DelayRepairsInProgressBy( UINT32 uiMinutesDelayed )
|
||||
{
|
||||
UINT32 uiMinutesShopClosedBeforeItsDone;
|
||||
@@ -7959,8 +7912,6 @@ void DelayRepairsInProgressBy( UINT32 uiMinutesDelayed )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Mouse Call back for the Arms delaers face
|
||||
void SelectArmsDealersDropItemToGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
|
||||
{
|
||||
|
||||
@@ -116,9 +116,12 @@ UINT32 ShopKeeperScreenShutdown( void );
|
||||
bool ArmsDealerItemQsortCompare(INVENTORY_IN_SLOT& pInvSlot1, INVENTORY_IN_SLOT& pInvSlot2);
|
||||
bool RepairmanItemQsortCompare(INVENTORY_IN_SLOT& pInvSlot1, INVENTORY_IN_SLOT& pInvSlot2);
|
||||
|
||||
|
||||
void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer );
|
||||
void EnableDisableShopkeeperButtons(UINT32 uiCurrentItemDescriptionScreen, int bpAction);
|
||||
|
||||
// Flugente: set up shopkeeper with a non-NPC
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID );
|
||||
|
||||
void EnableDisableShopkeeperButtons(UINT32 uiCurrentItemDescriptionScreen, int bpAction);
|
||||
|
||||
void DrawHatchOnInventory( UINT32 uiSurface, UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT16 usHeight, UINT16 usColor = 0 );
|
||||
void DrawHatchOnInventory_MilitiaAccess( UINT32 uiSurface, UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT16 usHeight, UINT16 usColor = 0 );
|
||||
|
||||
@@ -99,6 +99,7 @@
|
||||
#include "Facilities.h" // added by Flugente
|
||||
#include "Cheats.h" // added by Flugente
|
||||
#include "MilitiaIndividual.h" // added by Flugente
|
||||
#include "Arms Dealer Init.h" // added by Flugente for armsDealerInfo[]
|
||||
#endif
|
||||
|
||||
#include "ub_config.h"
|
||||
@@ -20512,6 +20513,40 @@ BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValid
|
||||
HandleSurrenderOffer( pTSoldier );
|
||||
return(FALSE);
|
||||
}
|
||||
else if ( pTSoldier->sNonNPCTraderID > 0 )
|
||||
{
|
||||
UINT8 ubTownID = StrategicMap[CALCULATE_STRATEGIC_INDEX( pTSoldier->sSectorX, pTSoldier->sSectorY )].bNameId;
|
||||
|
||||
// not possible if this guy is hostile towards us
|
||||
// however, if we are covert as a soldier, this check does not apply - merchants know better than do defy the army
|
||||
if ( !pTSoldier->aiData.bNeutral && !(this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, szNonProfileMerchantText[0] );
|
||||
}
|
||||
// not possible if this guy is incapitated
|
||||
else if ( pTSoldier->bCollapsed || pTSoldier->bBreathCollapsed || pTSoldier->stats.bLife < OKLIFE )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, szNonProfileMerchantText[1] );
|
||||
}
|
||||
// not possible in combat
|
||||
else if ( gTacticalStatus.uiFlags & INCOMBAT )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, szNonProfileMerchantText[2] );
|
||||
}
|
||||
// not possible of loyalty too low
|
||||
// however, if we are covert as a soldier, this check does not apply - merchants know better than do defy the army
|
||||
else if ( ubTownID != BLANK_SECTOR && gTownLoyalty[ubTownID].ubRating < armsDealerInfo[pTSoldier->sNonNPCTraderID].nonprofile_loyaltyrequired && !(this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER) )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, szNonProfileMerchantText[3] );
|
||||
}
|
||||
// if we passed the above check, we can trade
|
||||
else
|
||||
{
|
||||
EnterShopKeeperInterfaceScreen_NonNPC( pTSoldier->sNonNPCTraderID, pTSoldier->ubID );
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Flugente: if this guy is a potential volunteer, we might be able to sway him
|
||||
|
||||
@@ -1480,7 +1480,7 @@ public:
|
||||
///////////////////////////////////////////////////////
|
||||
// Flugente: this was the location of required variables required for the now removed poison feature. They can be used again
|
||||
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
|
||||
INT8 bUnusedINT8_2;
|
||||
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
|
||||
INT8 bUnusedINT8_3;
|
||||
|
||||
INT16 bUnusedINT16_4;
|
||||
|
||||
@@ -3397,7 +3397,9 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
|
||||
return(pSoldier);
|
||||
}
|
||||
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin, INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 )
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 usTraderID,
|
||||
INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin,
|
||||
INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 )
|
||||
{
|
||||
// not in autoresolve!
|
||||
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
||||
@@ -3416,7 +3418,7 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
|
||||
MercCreateStruct.sInsertionGridNo = sGridNo;
|
||||
MercCreateStruct.ubDirection = Random( NUM_WORLD_DIRECTIONS );
|
||||
|
||||
while ( sBodyType < 0 || sBodyType >= CRIPPLECIV || (sBodyType >= ADULTFEMALEMONSTER && sBodyType <= QUEENMONSTER) )
|
||||
while ( sBodyType < 0 || sBodyType > CRIPPLECIV || (sBodyType >= ADULTFEMALEMONSTER && sBodyType <= QUEENMONSTER) )
|
||||
{
|
||||
sBodyType = Random( CRIPPLECIV + 1 );
|
||||
}
|
||||
@@ -3458,6 +3460,17 @@ SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8
|
||||
// set correct civ group
|
||||
pSoldier->ubCivilianGroup = usCivilianGroup;
|
||||
|
||||
pSoldier->sNonNPCTraderID = -1;
|
||||
|
||||
if ( gGameExternalOptions.bExtraMerchants )
|
||||
{
|
||||
pSoldier->sNonNPCTraderID = usTraderID;
|
||||
|
||||
// if we're a dealer, don't walk around that much
|
||||
if ( pSoldier->sNonNPCTraderID > 0 )
|
||||
pSoldier->aiData.bOrders = ONGUARD;
|
||||
}
|
||||
|
||||
// make him wear administrator uniform
|
||||
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
|
||||
|
||||
|
||||
@@ -475,7 +475,9 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( );
|
||||
// Flugente: create an armed civilian
|
||||
SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass = SOLDIER_CLASS_ARMY );
|
||||
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin, INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 );
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 usTraderID,
|
||||
INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin,
|
||||
INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 );
|
||||
|
||||
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
|
||||
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype);
|
||||
|
||||
+4
-20
@@ -136,26 +136,10 @@ typedef PARSE_STAGE;
|
||||
#define PERKOINVENTORYFILENAME "NPCInventory\\PerkoInventory.xml"
|
||||
#define FREDOINVENTORYFILENAME "NPCInventory\\FredoInventory.xml"
|
||||
#define TINAINVENTORYFILENAME "NPCInventory\\TinaInventory.xml"
|
||||
#define ADITIONALDEALER_1_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_1_Inventory.xml"
|
||||
#define ADITIONALDEALER_2_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_2_Inventory.xml"
|
||||
#define ADITIONALDEALER_3_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_3_Inventory.xml"
|
||||
#define ADITIONALDEALER_4_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_4_Inventory.xml"
|
||||
#define ADITIONALDEALER_5_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_5_Inventory.xml"
|
||||
#define ADITIONALDEALER_6_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_6_Inventory.xml"
|
||||
#define ADITIONALDEALER_7_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_7_Inventory.xml"
|
||||
#define ADITIONALDEALER_8_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_8_Inventory.xml"
|
||||
#define ADITIONALDEALER_9_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_9_Inventory.xml"
|
||||
#define ADITIONALDEALER_10_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_10_Inventory.xml"
|
||||
#define ADITIONALDEALER_11_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_11_Inventory.xml"
|
||||
#define ADITIONALDEALER_12_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_12_Inventory.xml"
|
||||
#define ADITIONALDEALER_13_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_13_Inventory.xml"
|
||||
#define ADITIONALDEALER_14_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_14_Inventory.xml"
|
||||
#define ADITIONALDEALER_15_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_15_Inventory.xml"
|
||||
#define ADITIONALDEALER_16_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_16_Inventory.xml"
|
||||
#define ADITIONALDEALER_17_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_17_Inventory.xml"
|
||||
#define ADITIONALDEALER_18_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_18_Inventory.xml"
|
||||
#define ADITIONALDEALER_19_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_19_Inventory.xml"
|
||||
#define ADITIONALDEALER_20_INVENTORYFILENAME "NPCInventory\\AdditionalDealer_20_Inventory.xml"
|
||||
|
||||
// Flugente: create additional filenames by putting them together
|
||||
#define ADITIONALDEALER_INVENTORYFILENAME_A "NPCInventory\\AdditionalDealer_"
|
||||
#define ADITIONALDEALER_INVENTORYFILENAME_B "_Inventory.xml"
|
||||
|
||||
#ifdef JA2UB
|
||||
#define BETTYINVENTORYFILENAME "NPCInventory\\BettyInventory.xml"
|
||||
|
||||
@@ -65,7 +65,8 @@ merchantStartElementHandle(void *userData, const XML_Char *name, const XML_Char
|
||||
strcmp(name, "daysDelayMin") == 0 ||
|
||||
strcmp(name, "daysDelayMax") == 0 ||
|
||||
strcmp(name, "useBRSetting") == 0 ||
|
||||
strcmp(name, "allInventoryAlwaysAvailable") == 0 ))
|
||||
strcmp(name, "allInventoryAlwaysAvailable" ) == 0 ||
|
||||
strcmp(name, "nonprofile_loyaltyrequired") == 0 ))
|
||||
{
|
||||
pData->curElement = ELEMENT_PROPERTY;
|
||||
|
||||
@@ -223,6 +224,11 @@ merchantEndElementHandle(void *userData, const XML_Char *name)
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curMerchant.allInventoryAlwaysAvailable = (BOOLEAN) atol(pData->szCharData);
|
||||
}
|
||||
else if ( strcmp( name, "nonprofile_loyaltyrequired" ) == 0 )
|
||||
{
|
||||
pData->curElement = ELEMENT;
|
||||
pData->curMerchant.nonprofile_loyaltyrequired = (UINT8)strtoul( pData->szCharData, NULL, 0 );
|
||||
}
|
||||
|
||||
pData->maxReadDepth--;
|
||||
}
|
||||
@@ -333,6 +339,7 @@ BOOLEAN WriteMerchantStats()
|
||||
FilePrintf(hFile,"\t\t<daysDelayMax>%d</daysDelayMax>\r\n", armsDealerInfo[cnt].daysDelayMax );
|
||||
FilePrintf(hFile,"\t\t<useBRSetting>%d</useBRSetting>\r\n", armsDealerInfo[cnt].useBRSetting );
|
||||
FilePrintf(hFile,"\t\t<allInventoryAlwaysAvailable>%d</allInventoryAlwaysAvailable>\r\n", armsDealerInfo[cnt].allInventoryAlwaysAvailable );
|
||||
FilePrintf(hFile,"\t\t<nonprofile_loyaltyrequired>%d</nonprofile_loyaltyrequired>\r\n", armsDealerInfo[cnt].nonprofile_loyaltyrequired );
|
||||
|
||||
FilePrintf(hFile,"\t</MERCHANT>\r\n");
|
||||
}
|
||||
|
||||
@@ -2959,6 +2959,9 @@ extern STR16 szIdividualMilitiaWebsiteFilterText_Rank[] ;
|
||||
extern STR16 szIdividualMilitiaWebsiteFilterText_Origin[];
|
||||
extern STR16 szIdividualMilitiaWebsiteFilterText_Sector[];
|
||||
|
||||
// Flugente: non-profile merchants
|
||||
extern STR16 szNonProfileMerchantText[];
|
||||
|
||||
#define TACTICAL_INVENTORY_DIALOG_NUM 16
|
||||
#define TACTICAL_COVER_DIALOG_NUM 16
|
||||
|
||||
|
||||
@@ -11102,6 +11102,13 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
// WANNE: Some Chinese specific strings that needs to be in unicode!
|
||||
STR16 ChineseSpecString1 = L"%%"; //defined in _ChineseText.cpp as this file is already unicode
|
||||
|
||||
@@ -11119,5 +11119,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //DUTCH
|
||||
|
||||
@@ -11102,4 +11102,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //ENGLISH
|
||||
|
||||
@@ -11101,5 +11101,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //FRENCH
|
||||
|
||||
@@ -10931,5 +10931,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //GERMAN
|
||||
|
||||
@@ -11110,5 +11110,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //ITALIAN
|
||||
|
||||
@@ -11123,5 +11123,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //POLISH
|
||||
|
||||
@@ -11102,5 +11102,12 @@ STR16 szIdividualMilitiaWebsiteFilterText_Sector[] =
|
||||
L"All sectors",
|
||||
};
|
||||
|
||||
STR16 szNonProfileMerchantText[] =
|
||||
{
|
||||
L"Merchant is hostile and does not want to trade.",
|
||||
L"Merchant is in no state to do business.",
|
||||
L"Merchant won't trade during combat.",
|
||||
L"Merchant refuses to interact with you.",
|
||||
};
|
||||
|
||||
#endif //RUSSIAN
|
||||
|
||||
Reference in New Issue
Block a user