************************************************************

* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-01-18 09:11:09 +00:00
parent 44e1646410
commit 91087ca8c0
469 changed files with 118108 additions and 24678 deletions
+434 -179
View File
@@ -34,9 +34,13 @@
#include "weapons.h"
#include "Random.h"
#include "GameVersion.h"
#include "faces.h"
#include "GameSettings.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Aspects/vfs_settings.h>
// Changed by ADB (rev 1513) to resolve IMPs created prior to structural changes
//#define IMP_FILENAME_SUFFIX ".dat"
#define OLD_IMP_FILENAME_SUFFIX ".dat"
@@ -60,6 +64,13 @@ void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeInd
UINT32 giIMPConfirmButton[ 2 ];
UINT32 giIMPConfirmButtonImage[ 2 ];
BOOLEAN fNoAlreadySelected = FALSE;
IMP_FACE_VALUES gIMPFaceValues[200];
IMP_FEMALE_VALUES gIMPFemaleValues[200];
IMP_MALE_VALUES gIMPMaleValues[200];
/*
UINT16 uiEyeXPositions[ ]={
8,
9,
@@ -137,7 +148,7 @@ UINT16 uiMouthYPositions[]={
24, //214
26,
};
*/
BOOLEAN fLoadingCharacterForPreviousImpProfile = FALSE;
void CreateConfirmButtons( void );
@@ -271,8 +282,23 @@ BOOLEAN AddCharacterToPlayersTeam( void )
HireMercStruct.ubInsertionCode = INSERTION_CODE_ARRIVING_GAME;
HireMercStruct.uiTimeTillMercArrives = GetMercArrivalTimeOfDay( );
SetProfileFaceData( HireMercStruct.ubProfileID , ( UINT8 ) ( 200 + iPortraitNumber ), uiEyeXPositions[ iPortraitNumber ], uiEyeYPositions[ iPortraitNumber ], uiMouthXPositions[ iPortraitNumber ], uiMouthYPositions[ iPortraitNumber ] );
if( fCharacterIsMale )
{
if ( gIMPMaleValues[ iPortraitNumber ].PortraitId !=0 )
{
SetProfileFaceData( HireMercStruct.ubProfileID , (UINT8)(gIMPMaleValues[ iPortraitNumber ].PortraitId), gIMPMaleValues[ iPortraitNumber ].uiEyeXPositions, gIMPMaleValues[ iPortraitNumber ].uiEyeYPositions, gIMPMaleValues[ iPortraitNumber ].uiMouthXPositions, gIMPMaleValues[ iPortraitNumber ].uiMouthYPositions );
}
}
else
{
if ( gIMPFemaleValues[ iPortraitNumber ].PortraitId !=0 )
{
SetProfileFaceData( HireMercStruct.ubProfileID , (UINT8)(gIMPFemaleValues[ iPortraitNumber ].PortraitId), gIMPFemaleValues[ iPortraitNumber ].uiEyeXPositions, gIMPFemaleValues[ iPortraitNumber ].uiEyeYPositions, gIMPFemaleValues[ iPortraitNumber ].uiMouthXPositions, gIMPFemaleValues[ iPortraitNumber ].uiMouthYPositions );
}
}
//if we succesfully hired the merc
if( !HireMerc( &HireMercStruct ) )
{
@@ -310,18 +336,23 @@ void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason)
return;
}
*/
if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
// SANDRO - changed to find the actual profile cost
//if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
{
// not enough
return;
return;
}
// line moved by CJC Nov 28 2002 to AFTER the check for money
LaptopSaveInfo.fIMPCompletedFlag = TRUE;
// charge the player
AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
// SANDRO - changed to find the actual profile cost
//AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( iGetProfileCost() ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
AddCharacterToPlayersTeam( );
// write the created imp merc
@@ -426,9 +457,11 @@ void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason )
}
*/
#define PROFILE_HAS_SKILL_TRAIT( p, t ) ((p->bSkillTrait == t) || (p->bSkillTrait2 == t))
// SANDRO - improved this function
//#define PROFILE_HAS_SKILL_TRAIT( p, t ) ( gGameOptions.fNewTraitSystem ? ((p->bSkillTrait == t) || (p->bSkillTrait2 == t) || (p->bSkillTrait3 == t)) : ((p->bSkillTrait == t) || (p->bSkillTrait2 == t)))
#define PROFILE_HAS_SKILL_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 0 )
// DBrot: need a check for experts
#define PROFILE_HAS_EXPERT_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 1 )
//CHRISL: New function to handle proper distribution of starting gear
void DistributeInitialGear(MERCPROFILESTRUCT *pProfile)
{
@@ -560,101 +593,26 @@ void DistributeInitialGear(MERCPROFILESTRUCT *pProfile)
}
}
void GiveItemsToPC( UINT8 ubProfileId )
{
MERCPROFILESTRUCT *pProfile;
// gives starting items to merc
// NOTE: Any guns should probably be from those available in regular gun set
pProfile = &(gMercProfiles[ubProfileId]);
// STANDARD EQUIPMENT
// SANDRO - obsolete code deleted
GiveIMPItems(pProfile, 100, IMP_DEFAULT);
GiveIMPRandomItems(pProfile, IMP_RANDOMDEFAULT);
// kevlar vest, leggings, & helmet
// MakeProfileInvItemThisSlot(pProfile, VESTPOS, FLAK_JACKET, 100, 1);
GiveIMPItems (pProfile,pProfile->bWisdom,IMP_WISDOM);
//if ( PreRandom( 100 ) < (UINT32) pProfile->bWisdom )
//{
// MakeProfileInvItemThisSlot(pProfile, HELMETPOS, STEEL_HELMET, 100, 1);
//}
// canteen
// MakeProfileInvItemThisSlot(pProfile, SMALLPOCK4POS, CANTEEN, 100, 1);
GiveIMPItems (pProfile,pProfile->bMarksmanship,IMP_MARKSMANSHIP);
//Give ANY imp the calico
// MakeProfileInvItemThisSlot( pProfile, HANDPOS, M950, 100, 1);
//No ammo clip MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
/*
Ja25 IMP only gets 1 gun now
if (pProfile->bMarksmanship >= 80)
{
// good shooters get a better & matching ammo
MakeProfileInvItemThisSlot( pProfile, HANDPOS, MP5K, 100, 1);
MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
}
else
{
// Automatic pistol, with matching ammo
MakeProfileInvItemThisSlot( pProfile, HANDPOS, BERETTA_93R, 100, 1 );
MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_15, 100, 3 );
}
*/
// OPTIONAL EQUIPMENT: depends on skills & special skills
GiveIMPItems (pProfile,pProfile->bMedical,IMP_MEDICAL);
//if (pProfile->bMedical >= 60)
//{
// // strong medics get full medic kit
// MakeProfileInvItemAnySlot(pProfile, MEDICKIT, 100, 1);
//}
//else
//if (pProfile->bMedical >= 30)
//{
// // passable medics get first aid kit
// MakeProfileInvItemAnySlot(pProfile, FIRSTAIDKIT, 100, 1);
//}
GiveIMPItems (pProfile,pProfile->bMechanical,IMP_MECHANICAL);
//if (pProfile->bMechanical >= 50)
//{
// // mechanics get toolkit
// MakeProfileInvItemAnySlot(pProfile, TOOLKIT, 100, 1);
//}
GiveIMPItems (pProfile,pProfile->bExplosive,IMP_EXPLOSIVE);
//if (pProfile->bExplosive >= 50)
//{
// // loonies get TNT & Detonator
//MakeProfileInvItemAnySlot(pProfile, TNT, 100, 1);
//MakeProfileInvItemAnySlot(pProfile, DETONATOR, 100, 1);
//}
GiveIMPItems (pProfile,pProfile->bAgility,IMP_AGILITY);
GiveIMPItems (pProfile,pProfile->bDexterity,IMP_DEXTERITY);
GiveIMPItems (pProfile,pProfile->bStrength,IMP_STRENGTH);
@@ -662,89 +620,309 @@ void GiveItemsToPC( UINT8 ubProfileId )
GiveIMPItems (pProfile,pProfile->bLeadership,IMP_LEADERSHIP);
// check for special skills
if (PROFILE_HAS_SKILL_TRAIT(pProfile, LOCKPICKING) && ( iMechanical ) )
/////////////////////////////////////////////////////////////////////
// Check for new traits - SANDRO
// DBrot: experts get other stuff
if ( gGameOptions.fNewTraitSystem )
{
//MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1);
GiveIMPRandomItems(pProfile,IMP_LOCKPICKING);
// MAJOR TRAITS
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPONS_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPONS_NT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SNIPER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SNIPER_NT))
{
GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SNIPER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, RANGER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, RANGER_NT))
{
GiveIMPRandomItems(pProfile,IMP_RANGER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_RANGER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, GUNSLINGER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, GUNSLINGER_NT))
{
GiveIMPRandomItems(pProfile,IMP_GUNSLINGER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_GUNSLINGER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIAL_ARTS_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIAL_ARTS_NT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SQUADLEADER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SQUADLEADER_NT))
{
GiveIMPRandomItems(pProfile,IMP_SQUADLEADER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SQUADLEADER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TECHNICIAN_NT) && ( iMechanical ) )
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TECHNICIAN_NT))
{
GiveIMPRandomItems(pProfile,IMP_TECHNICIAN_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_TECHNICIAN);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DOCTOR_NT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, DOCTOR_NT))
{
GiveIMPRandomItems(pProfile,IMP_DOCTOR_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_DOCTOR);
}
}
// MINOR TRAITS
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AMBIDEXTROUS_NT))
{
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MELEE_NT))
{
GiveIMPRandomItems(pProfile,IMP_MELEE);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_NT))
{
GiveIMPRandomItems(pProfile,IMP_THROWING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHT_OPS_NT))
{
GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_NT))
{
GiveIMPRandomItems(pProfile,IMP_STEALTHY);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ATHLETICS_NT))
{
GiveIMPRandomItems(pProfile,IMP_ATHLETICS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, BODYBUILDING_NT))
{
GiveIMPRandomItems(pProfile,IMP_BODYBUILDING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DEMOLITIONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_DEMOLITIONS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_NT))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SCOUTING_NT))
{
GiveIMPRandomItems(pProfile,IMP_SCOUTING);
}
}
else
{
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, LOCKPICKING_OT) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, LOCKPICKING_OT))
{
GiveIMPRandomItems(pProfile,IMP_LOCKPICKING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_LOCKPICKING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ELECTRONICS_OT) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1);
GiveIMPRandomItems(pProfile,IMP_ELECTRONICS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, CAMOUFLAGED_OT)) // TODO: Madd - other camouflage types, once we figure out a way to enable more traits
{
//MakeProfileInvItemAnySlot(pProfile, CAMOUFLAGEKIT, 100, 1);
GiveIMPRandomItems(pProfile,IMP_CAMOUFLAGED);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AMBIDEXT_OT))
{
//MakeProfileInvItemAnySlot(pProfile, M950, 100, 1);
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHTOPS_OT))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, NIGHTOPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_NIGHT_OPS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HANDTOHAND_OT))
{
//MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HANDTOHAND_OT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, HANDTOHAND))
{
//MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1);
GiveIMPRandomItems(pProfile,IMP_HTH);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_OT))
{
// MakeProfileInvItemAnySlot(pProfile, THROWING_KNIFE, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, THROWING_OT))
{
GiveIMPRandomItems(pProfile,IMP_THROWING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_THROWING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, ELECTRONICS) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1);
GiveIMPRandomItems(pProfile,IMP_ELECTRONICS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_OT))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, STEALTHY_OT))
{
GiveIMPRandomItems(pProfile,IMP_STEALTHY_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_STEALTHY);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, NIGHTOPS))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2);
GiveIMPRandomItems(pProfile,IMP_NIGHTOPS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, KNIFING_OT))
{
// MakeProfileInvItemAnySlot(pProfile, COMBAT_KNIFE, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, KNIFING_OT))
{
GiveIMPRandomItems(pProfile,IMP_MELEE_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MELEE);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, THROWING))
{
// MakeProfileInvItemAnySlot(pProfile, THROWING_KNIFE, 100, 1);
GiveIMPRandomItems(pProfile,IMP_THROWING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIALARTS_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIALARTS_OT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, STEALTHY))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 1);
GiveIMPRandomItems(pProfile,IMP_STEALTHY);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, PROF_SNIPER_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, PROF_SNIPER_OT))
{
GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SNIPER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, KNIFING))
{
// MakeProfileInvItemAnySlot(pProfile, COMBAT_KNIFE, 100, 1);
GiveIMPRandomItems(pProfile,IMP_KNIFING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TEACHING_OT))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_TEACHING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, CAMOUFLAGED)) // TODO: Madd - other camouflage types, once we figure out a way to enable more traits
{
// MakeProfileInvItemAnySlot(pProfile, CAMOUFLAGEKIT, 100, 1);
GiveIMPRandomItems(pProfile,IMP_CAMOUFLAGED);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPS_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, AMBIDEXT))
{
// MakeProfileInvItemAnySlot(pProfile, M950, 100, 1);
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, MARTIALARTS))
{
GiveIMPRandomItems(pProfile,IMP_MARTIALARTS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, PROF_SNIPER))
{
GiveIMPRandomItems(pProfile,IMP_PROF_SNIPER);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, TEACHING))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, AUTO_WEAPS))
{
GiveIMPRandomItems(pProfile,IMP_AUTOWEAPONS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, HEAVY_WEAPS ))
{
GiveIMPRandomItems(pProfile,IMP_HEAVYWEAPONS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, THIEF ))
{
GiveIMPRandomItems(pProfile,IMP_THIEF);
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPS_OT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS);
}
}
}
/////////////////////////////////////////////////////////////////////
// CHRISL: Now that all items have been issued, distribute them into appropriate pockets, starting with the largest items
DistributeInitialGear(pProfile);
@@ -871,7 +1049,8 @@ INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHow
{
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0)
{
if((pProfile->inv[BPACKPOCKPOS]!=NONE && LoadBearingEquipment[Item[pProfile->inv[BPACKPOCKPOS]].ubClassIndex].lbeCombo==LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo) || pProfile->inv[BPACKPOCKPOS]==NONE)
//DBrot: changed to bitwise comparison
if((pProfile->inv[BPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[BPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[BPACKPOCKPOS]==NONE)
return CPACKPOCKPOS;
}
else if(pProfile->inv[BPACKPOCKPOS]==NONE)
@@ -884,7 +1063,8 @@ INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHow
{
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0)
{
if((pProfile->inv[CPACKPOCKPOS]!=NONE && LoadBearingEquipment[Item[pProfile->inv[CPACKPOCKPOS]].ubClassIndex].lbeCombo==LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo) || pProfile->inv[CPACKPOCKPOS]==NONE)
//DBrot: changed to bitwise comparison
if((pProfile->inv[CPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[CPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[CPACKPOCKPOS]==NONE)
return BPACKPOCKPOS;
}
else if(pProfile->inv[CPACKPOCKPOS]==NONE)
@@ -1117,8 +1297,6 @@ INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv)
return(-1);
}
#include "VFS/vfs.h"
#include "VFS/vfs_settings.h"
void WriteOutCurrentImpCharacter( INT32 iProfileId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: IMP.dat"));
@@ -1145,11 +1323,11 @@ void WriteOutCurrentImpCharacter( INT32 iProfileId )
char zFileName[32];
if(vfs::Settings::getUseUnicode())
{
strncpy(zFileName, utf8string::as_utf8(gMercProfiles[iProfileId].zNickname,10).c_str(), 32);
strncpy(zFileName, vfs::String::as_utf8(gMercProfiles[iProfileId].zNickname,10).c_str(), 32);
}
else
{
utf8string::narrow(gMercProfiles[iProfileId].zNickname, 10, zFileName, 32);
vfs::String::narrow(gMercProfiles[iProfileId].zNickname, 10, zFileName, 32);
}
#endif
@@ -1339,20 +1517,31 @@ BOOLEAN LoadImpCharacter( STR nickName )
//CHRISL: At this point, we need to resort profile inventory so that NewInv items don't accidentally appear in OldInv
DistributeInitialGear(&gMercProfiles[iProfileId]);
if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
// Changed to find actual IMP cost - SANDRO
if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 3 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
// not enough
return FALSE;
}
//new camo face
if ( gGameExternalOptions.fShowCamouflageFaces == TRUE )
{
gCamoFace[iProfileId].gCamoface = TRUE;
gCamoFace[iProfileId].gUrbanCamoface = FALSE;
gCamoFace[iProfileId].gDesertCamoface = FALSE;
gCamoFace[iProfileId].gSnowCamoface = FALSE;
}
// charge the player
// is the character male?
fCharacterIsMale = ( gMercProfiles[ iProfileId ].bSex == MALE );
fLoadingCharacterForPreviousImpProfile = TRUE;
AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
// Changed to find actual IMP cost - SANDRO
AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( iGetProfileCost() ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
LaptopSaveInfo.iIMPIndex = iProfileId;
AddCharacterToPlayersTeam( );
@@ -1383,38 +1572,86 @@ BOOLEAN LoadImpCharacter( STR nickName )
void ResetIMPCharactersEyesAndMouthOffsets( UINT8 ubMercProfileID )
{
// ATE: Check boundary conditions!
if( ( ( gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ) > 16 ) || ( ubMercProfileID >= PROF_HUMMER ) )
if( ( ( gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ) > MAX_NEW_IMP_PORTRAITS ) || ( ubMercProfileID >= PROF_HUMMER ) ) // 16
{
return;
}
/*
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usEyesX = uiEyeXPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usEyesY = uiEyeYPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
*/
if( gMercProfiles[ ubMercProfileID ].bSex == 0 )
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = uiMouthXPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usMouthY = uiMouthYPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
}
else
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
}
}
void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex )
{
/////////////////////////////////////////////////////////////////////
// SANDRO - I've changed this formula a bit, <- me too - silversurfer
// now it should not take the same choice twice
/////////////////////////////////////////////////////////////////////
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d",typeIndex ));
UINT16 usItem = 0;
INT32 iChoice;
UINT8 ubValidChoices = 0;
UINT8 ubNumChoices = gIMPItemChoices[ typeIndex ].ubChoices;
UINT8 ubNumItemsToGive = 0;
BOOLEAN ubItemsGiven[ 50 ]={FALSE};
if ( gIMPItemChoices[ typeIndex ].ubChoices <= 0 )
return;
for ( int i=0; i < gIMPItemChoices[typeIndex].ubNumItems ;i++ )
// check how many legal items are in the choices list, this is to prevent infinite loop
for ( UINT8 cnt=0; cnt < ubNumChoices; cnt++ )
{
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ cnt ];
if ( ItemIsLegal(usItem) )
ubValidChoices++;
}
// if no valid items found, bail out
if ( ubValidChoices <= 0 )
return;
// define how many items we get
if ( ubValidChoices < gIMPItemChoices[typeIndex].ubNumItems )
// if there are less legal items than the number we should get, we only get the number of legal items
ubNumItemsToGive = ubValidChoices;
else
// give us the maximum possible
ubNumItemsToGive = gIMPItemChoices[typeIndex].ubNumItems;
for ( int i=0; i < ubNumItemsToGive ;i++ )
{
usItem = 0;
while (usItem == 0 )
{
iChoice = Random(gIMPItemChoices[ typeIndex ].ubChoices);
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
if (!ItemIsLegal(usItem))
usItem=0;
iChoice = Random( ubNumChoices );
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
// is this legal and we don't have it already?
if (ItemIsLegal(usItem) && !ubItemsGiven[iChoice] )
ubItemsGiven[iChoice] = TRUE;
else
usItem=0;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d, usItem = %d ",typeIndex, usItem ));
if ( usItem > 0 )
@@ -1491,5 +1728,23 @@ void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeInd
}
// SANDRO - Function to determine actual cost of profile
INT32 iGetProfileCost()
{
if (gGameExternalOptions.fDynamicIMPProfileCost)
{
INT32 iIMPProfileCost;
iIMPProfileCost = gGameExternalOptions.iIMPProfileCost * CountFilledIMPSlots(-1);
if (iIMPProfileCost >= gGameExternalOptions.iIMPProfileCost)
return(iIMPProfileCost);
else
return(gGameExternalOptions.iIMPProfileCost);
}
else
return(gGameExternalOptions.iIMPProfileCost);
}