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:
Flugente
2016-05-15 17:11:29 +00:00
parent d594ba0e67
commit 7bb401b1fb
27 changed files with 295 additions and 296 deletions
+92 -141
View File
@@ -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 )
{