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Change: Regardless of whether or not an IMP is created via old/new method or by loading an existing callsign, gear costs exceeding IMP_PROFILE_COST are deducted extra.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8638 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+26
-11
@@ -323,7 +323,7 @@ void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason)
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// silversurfer: We need to store the profile cost here because right now our new IMP doesn't occupy a slot yet.
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// However function iGetProfileCost() will already calculate price including that slot. We would charge too much money after the IMP is created below.
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INT32 iIMPCost = iGetProfileCost();
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INT32 iIMPCost = GetProfileCost(TRUE);
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if( LaptopSaveInfo.iCurrentBalance < iIMPCost )
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{
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// not enough
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@@ -580,6 +580,21 @@ void DistributeInitialGear(MERCPROFILESTRUCT *pProfile)
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}
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}
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INT32 GetEquippedGearCost( MERCPROFILESTRUCT *pProfile )
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{
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INT32 cost = 0;
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for ( int i = INV_START_POS; i<NUM_INV_SLOTS; ++i )
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{
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if ( pProfile->inv[i] != NOTHING )
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{
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cost += pProfile->bInvNumber[i] * Item[pProfile->inv[i]].usPrice;
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}
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}
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return cost;
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}
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void GiveItemsToPC( UINT8 ubProfileId )
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{
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MERCPROFILESTRUCT *pProfile;
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@@ -1517,14 +1532,7 @@ BOOLEAN LoadImpCharacter( STR nickName )
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if (iProfileId != -1)
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{
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LaptopSaveInfo.iIMPIndex = iProfileId;
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// silversurfer: Store current IMP cost. Function iGetProfileCost() already takes the new slot into account.
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// If we create the IMP first we would charge too much.
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INT32 iIMPCost = iGetProfileCost();
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// read in the profile
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//if ( !gMercProfiles[ iProfileId ].Load(hFile, false) )
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// anv: before loading profile we need to set guiCurrentSaveGameVersion to profile's version
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// and set it back to SAVE_GAME_VERSION right after or else new saves will be broken!
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guiCurrentSaveGameVersion = version;
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@@ -1555,6 +1563,13 @@ BOOLEAN LoadImpCharacter( STR nickName )
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//CHRISL: At this point, we need to resort profile inventory so that NewInv items don't accidentally appear in OldInv
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DistributeInitialGear(&gMercProfiles[iProfileId]);
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// silversurfer: Store current IMP cost. Function iGetProfileCost() already takes the new slot into account.
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// If we create the IMP first we would charge too much.
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INT32 iIMPCost = GetProfileCost(FALSE);
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// Flugente: as we do not store the cost of the gear in the IMP file, we have to determine the cost here
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iIMPCost += max(0, GetEquippedGearCost( &gMercProfiles[iProfileId] ) - gGameExternalOptions.iIMPProfileCost );
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// Changed to find actual IMP cost - SANDRO
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if( LaptopSaveInfo.iCurrentBalance < iIMPCost )
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{
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@@ -1748,10 +1763,10 @@ void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeInd
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}
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// SANDRO - Function to determine actual cost of profile
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INT32 iGetProfileCost()
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INT32 GetProfileCost( BOOLEAN aWithGearCost )
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{
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// Flugente: aditional imp gear cost
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INT32 impgearcost = GetIMPGearCost();
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INT32 impgearcost = aWithGearCost ? GetIMPGearCost() : 0;
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if (gGameExternalOptions.fDynamicIMPProfileCost)
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{
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