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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -57,6 +57,17 @@
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#include "Interface Enhanced.h"
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#endif
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "interface Dialogue.h"
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#include "Ja25_Tactical.h"
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#include "ub_config.h"
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#endif
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#include "BuildDefines.h"
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#include <algorithm>
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@@ -281,13 +292,28 @@ SKIRGBCOLOR SkiGlowColorsA[]={
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#define FLO_DISCOUNT_PERCENTAGE 10
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#ifdef JA2UB
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#define SKI_BETTY_MINIMUM_AMOUNT_TO_SET_FACT 10
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#define SKI_RAUL_MINIMUM_AMOUNT_TO_SET_FACT 100
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#endif
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////////////////////////////////////////////
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//
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// Global Variables
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//
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///////////////////////////////////////////
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#ifdef JA2UB
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//ja25 UB
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enum
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{
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TRNSMTR_MSG_BOX__NONE,
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TRNSMTR_MSG_BOX__1_FRAME_WAIT,
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TRNSMTR_MSG_BOX__DISPLAY_BOX,
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};
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void AskUserToAttachTransmitterToLaptop();
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void AttachLaptopTransmitterToLaptop( UINT8 ubExitValue );
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#endif
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UINT32 guiMainTradeScreenImage;
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UINT32 guiCornerWhereTacticalIsStillSeenImage; //This image is for where the corner of tactical is still seen through the shop keeper interface
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@@ -354,6 +380,9 @@ INT32 giPopUpBoxId=-1;
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BOOLEAN gfIsTheShopKeeperTalking;
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#ifdef JA2UB
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UINT8 gubDisplayMsgBoxAskingUserToAttachTransmitter=0; // Ja25 UB
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#endif
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// the glow for unwanted items
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BOOLEAN fDeltaColorForShopkeepUnwanted = TRUE;
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@@ -382,6 +411,10 @@ BOOLEAN gfExitSKIDueToMessageBox=FALSE;
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OBJECTTYPE *pShopKeeperItemDescObject=NULL;
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#ifdef JA2UB
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BOOLEAN gfCanSayMakeTransactionQuote; //ja25 UB
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#endif
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UINT32 guiNextFreeInvSlot;
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BOOLEAN gfStartWithRepairsDelayedQuote = FALSE;
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@@ -674,7 +707,6 @@ void HatchOutInvSlot( UINT16 usPosX, UINT16 usPosY );
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extern BOOLEAN ItemIsARocketRifle( INT16 sItemIndex );
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#ifdef JA2TESTVERSION
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BOOLEAN gfTestDisplayDealerCash = FALSE;
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void DisplayAllDealersCash();
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@@ -1232,7 +1264,15 @@ ATM:
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// by default re-enable calls to PerformTransaction()
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gfPerformTransactionInProgress = FALSE;
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#ifdef JA2UB
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//JA25 UB
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//if the dealer is RAUL
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if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
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{
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//set the fact the raul refreshed his inventory
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SetFactFalse( FACT_RAULS_INVENTORY_CHANGED_SINCE_LAST_VISIT );
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}
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#endif
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return( TRUE );
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}
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@@ -1357,7 +1397,28 @@ BOOLEAN ExitShopKeeperInterface()
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MSYS_EnableRegion(&gRadarRegion);
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gfSMDisableForItems = FALSE;
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#ifdef JA2UB
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//JA25 UB
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//Check to see if a merc should say something
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//CheckForValidQuotesWhenLeavingDealer( gTalkPanel.ubCharNum );
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//if the laptop was just fixed
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if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE && !( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__PLAYER_SAID_LAPTOP_FIXED_QUOTE ) )
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{
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INT8 bSoldierID=-1;
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//Have a new merc say a quote
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bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam();
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if( bSoldierID != -1 )
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{
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TacticalCharacterDialogue( &Menptr[ bSoldierID ], QUOTE_SPARE2 );
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}
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gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__PLAYER_SAID_LAPTOP_FIXED_QUOTE;
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}
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#endif
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return( TRUE );
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}
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@@ -1483,6 +1544,24 @@ void HandleShopKeeperInterface()
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{
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DisplayTheSkiDropItemToGroundString();
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}
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#ifdef JA2UB
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//ja25 UB
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else if( gubDisplayMsgBoxAskingUserToAttachTransmitter != TRNSMTR_MSG_BOX__NONE )
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{
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if( gubDisplayMsgBoxAskingUserToAttachTransmitter == TRNSMTR_MSG_BOX__1_FRAME_WAIT )
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{
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gubDisplayMsgBoxAskingUserToAttachTransmitter = TRNSMTR_MSG_BOX__DISPLAY_BOX;
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}
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else if( gubDisplayMsgBoxAskingUserToAttachTransmitter == TRNSMTR_MSG_BOX__DISPLAY_BOX )
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{
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//Tell user that they are attaching the transmitter
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AskUserToAttachTransmitterToLaptop();
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//clear the flag
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gubDisplayMsgBoxAskingUserToAttachTransmitter = TRNSMTR_MSG_BOX__NONE;
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}
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}
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#endif
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}
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@@ -3086,13 +3165,16 @@ BOOLEAN RepairIsDone(DEALER_SPECIAL_ITEM* pSpecial)
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}
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}
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#ifdef JA2UB
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//no UB
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#else
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// if the item is imprinted (by anyone, even player's mercs), and it's Fredo repairing it
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if ( ( gbSelectedArmsDealerID == ARMS_DEALER_FREDO ) )
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{
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// then reset the imprinting!
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RepairItem.ItemObject[0]->data.ubImprintID = NO_PROFILE;
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}
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#endif
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//try to add the item to the players offer area
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INT8 bSlotNum;
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bSlotNum = AddItemToPlayersOfferArea( RepairItem.ubIdOfMercWhoOwnsTheItem, &RepairItem, -1 );
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@@ -3149,6 +3231,9 @@ UINT32 CalcShopKeeperItemPrice( BOOLEAN fDealerSelling, BOOLEAN fUnitPriceOnly,
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UINT32 uiTotalPrice = 0;
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UINT32 uiDiscountValue;
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// UINT32 uiDifFrom10 = 0;
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#ifdef JA2UB
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UINT8 ubItemsNotCounted = 0; //ja25 UB
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#endif
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std::vector<UINT32> uiItemPrice;
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uiItemPrice.resize(pItemObject->ubNumberOfObjects);
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@@ -3267,6 +3352,78 @@ UINT32 CalcShopKeeperItemPrice( BOOLEAN fDealerSelling, BOOLEAN fUnitPriceOnly,
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// we're always count the first one
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uiTotalPrice = uiUnitPrice;
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#ifdef JA2UB
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//---------------------------JA25 UB---------------
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// if NOT pricing just one
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if ( !fUnitPriceOnly )
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{
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// add value of all that weren't already counted
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uiTotalPrice += ( ubItemsNotCounted * uiUnitPrice );
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}
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//if the dealer is Raul
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if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
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{
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//if the item is the antique musket
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if( usItemID == HAND_CANNON ) //4498
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{
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//if the "Find anitque musket" quest is active
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if( gubQuest[ QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL ] == QUESTINPROGRESS )
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{
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//the price should be.... nothin ( reward for the quest )
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uiTotalPrice = 1;
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//if the player hasnt said the quote before
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if( !( gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags & ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_48 ) )
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{
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StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_48 );
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gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags |= ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_48;
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gfCanSayMakeTransactionQuote = FALSE;
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}
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//else if
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if( gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags & ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_49 )
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{
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//if the player hasnt said it before
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if( !( gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags & ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_50 ) )
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{
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StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_50 );
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gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags |= ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_50;
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}
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//the price should be
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uiTotalPrice = 100;
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}
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}
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}
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//if the item is the barrat
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if( usItemID == BARRETT_UB )
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{
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//and if the player found the antique musket for Raul
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if( IsJa25GeneralFlagSet( JA_GF__BARRETT_IS_HALF_PRICE ) )
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{
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//the barrett is half off
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uiTotalPrice /= 2;
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}
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}
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}
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//JA25UB
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//if the dealer is Raul
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if( gbSelectedArmsDealerID == ARMS_DEALER_BETTY )
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{
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//if the item is the antique musket
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if( usItemID == TEX_MOVIE_ATTACK_CLYDESDALES || usItemID == TEX_MOVIE_WILD_EAST || usItemID == TEX_MOVIE_HAVE_HONDA )
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// if( usItemID == 1356 || usItemID == 1357 || usItemID == 1358 )
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{
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//Make the item price top be what is listed in the item table ( 20 )
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uiTotalPrice = Item[ usItemID ].usPrice;
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}
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}
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#endif
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return( uiTotalPrice );
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}
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@@ -3922,7 +4079,29 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount )
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//Move all dealers offered items to the player
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MoveAllArmsDealersItemsInOfferAreaToPlayersOfferArea( );
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#ifdef JA2UB
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//JA25 UB
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//if the arms dealer is Raul
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if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
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{
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//if this is the first time that the player purchased somehting form raul
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if( gArmsDealerStatus[ gbSelectedArmsDealerID ].fHasSoldSomethingToPlayer == FALSE )
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{
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//if RAUL doesnt have the BARRETT anymore ie the player already bought it
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//if( gArmsDealersInventory[ ARMS_DEALER_PERKO ][ BARRETT ].ubTotalItems != 0 )
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//{
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if( gubQuest[ QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL ] == QUESTNOTSTARTED )
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{
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//Raul Start the quest and have Raul say somehitng
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StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_46 );
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StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_47 );
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StartQuest( QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL, -1, -1 );
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}
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//}
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}
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}
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#endif
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//if the arms dealer is the type of person to give change
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if( armsDealerInfo[ gbSelectedArmsDealerID ].uiFlags & ARMS_DEALER_GIVES_CHANGE )
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@@ -3951,7 +4130,34 @@ void PerformTransaction( UINT32 uiMoneyFromPlayersAccount )
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else if( iChangeToGiveToPlayer == 0 )
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StartShopKeeperTalking( SK_QUOTES_PLAYER_HAS_EXACTLY_ENOUGH_MONEY_FOR_TRANSACTION );
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}
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#ifdef JA2UB
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//Bought from dealer specific stuff
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//if the arms dealer is Betty, set fact 403
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if( gbSelectedArmsDealerID == ARMS_DEALER_BETTY )
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{
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//if the player spent more the X
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if( uiMoneyFromPlayersAccount >= SKI_BETTY_MINIMUM_AMOUNT_TO_SET_FACT )
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{
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//set the fact
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SetFactTrue( FACT_PLAYER_PAID_BETTY_MORE_THEN_X_FOR_ITEM );
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}
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}
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//if the arms dealer is Raul, set fact 407
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if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
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{
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//if the player spent more the X
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if( uiMoneyFromPlayersAccount >= SKI_RAUL_MINIMUM_AMOUNT_TO_SET_FACT )
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{
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//set the fact
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SetFactTrue( FACT_PLAYER_BOUGHT_SOMETHING_FROM_RAUL );
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}
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}
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//Remeber the fact that the player has sold somehting to the player
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gArmsDealerStatus[ gbSelectedArmsDealerID ].fHasSoldSomethingToPlayer = TRUE;
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#endif
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//if the arms dealer is tony
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if( gbSelectedArmsDealerID == ARMS_DEALER_TONY )
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@@ -3990,19 +4196,67 @@ void MoveAllArmsDealersItemsInOfferAreaToPlayersOfferArea( )
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//for all items in the dealers items offer area
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UINT32 uiCnt;
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INT16 bSlotID=0;
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#ifdef JA2UB
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BOOLEAN fAddItemToPlayer=TRUE;
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#endif
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//loop through all the slots in the shopkeeper's offer area
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for( uiCnt=0; uiCnt<SKI_NUM_TRADING_INV_SLOTS; uiCnt++)
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{
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//if there is an item here
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if( ArmsDealerOfferArea[ uiCnt ].fActive )
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{
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#ifdef JA2UB
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//JA25 UB
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fAddItemToPlayer = TRUE;
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//if the dealer is betty
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if( gbSelectedArmsDealerID == ARMS_DEALER_BETTY )
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{
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//if the item is the laptop transmitter
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if( ArmsDealerOfferArea[ uiCnt ].sItemIndex == LAPTOP_TRANSMITTER ) //4500
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{
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//Dont transfer the item
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fAddItemToPlayer = FALSE;
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//Tell the user we are going to attach the transmitter to the laptop
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//( need to wait 1 frame caus ewe are currently in a msg box )
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gubDisplayMsgBoxAskingUserToAttachTransmitter = TRNSMTR_MSG_BOX__1_FRAME_WAIT;
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}
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//if the item is the porno mag
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if( ArmsDealerOfferArea[ uiCnt ].sItemIndex == PORNOS )
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{
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StartShopKeeperTalking( SK_QUOTES_WHEN_PLAYER_BUYS_PORNO );
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}
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//if the item is Tex's videos
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if( ArmsDealerOfferArea[ uiCnt ].sItemIndex == TEX_MOVIE_ATTACK_CLYDESDALES ||//1356 ||
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ArmsDealerOfferArea[ uiCnt ].sItemIndex == TEX_MOVIE_WILD_EAST ||//1357 ||
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ArmsDealerOfferArea[ uiCnt ].sItemIndex == TEX_MOVIE_HAVE_HONDA )//1358 )
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{
|
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SetFactTrue( FACT_PLAYER_BOUGHT_A_TEX_VIDEO_FROM_BETTY );
|
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}
|
||||
}
|
||||
|
||||
if( fAddItemToPlayer ) //JA25 UB
|
||||
{
|
||||
#endif
|
||||
bSlotID = AddItemToPlayersOfferArea( NO_PROFILE, &ArmsDealerOfferArea[ uiCnt ], -1 );
|
||||
|
||||
if( bSlotID != -1 )
|
||||
{
|
||||
PlayersOfferArea[ bSlotID ].uiFlags |= ARMS_INV_JUST_PURCHASED;
|
||||
|
||||
#ifdef JA2UB
|
||||
|
||||
//if the player has just purchased the BArrett form Raul
|
||||
if( ( gbSelectedArmsDealerID == ARMS_DEALER_RAUL ) && ( ArmsDealerOfferArea[ uiCnt ].sItemIndex == BARRETT_UB ) )
|
||||
{
|
||||
// set a special flag
|
||||
gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags |= ARMS_DEALER_FLAG__RAUL_HAS_SOLD_BARRETT_TO_PLAYER;
|
||||
}
|
||||
|
||||
#endif
|
||||
//if the player has just purchased a VIDEO_CAMERA from Franz Hinkle
|
||||
if( ( gbSelectedArmsDealerID == ARMS_DEALER_FRANZ ) && ( ArmsDealerOfferArea[ uiCnt ].sItemIndex == VIDEO_CAMERA ) )
|
||||
{
|
||||
@@ -4010,7 +4264,9 @@ void MoveAllArmsDealersItemsInOfferAreaToPlayersOfferArea( )
|
||||
gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags |= ARMS_DEALER_FLAG__FRANZ_HAS_SOLD_VIDEO_CAMERA_TO_PLAYER;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
}
|
||||
#endif
|
||||
|
||||
//Remove the items out of the dealers inventory
|
||||
RemoveItemFromDealersInventory( &ArmsDealerOfferArea[ uiCnt ], (UINT16)ArmsDealerOfferArea[ uiCnt ].bSlotIdInOtherLocation );
|
||||
@@ -4051,7 +4307,9 @@ BOOLEAN RemoveItemFromDealersInventory( INVENTORY_IN_SLOT* pInvSlot, UINT16 ubSl
|
||||
void MovePlayerOfferedItemsOfValueToArmsDealersInventory()
|
||||
{
|
||||
UINT32 uiCnt;
|
||||
|
||||
#ifdef JA2UB
|
||||
BOOLEAN fAddItemToDealer=TRUE;
|
||||
#endif
|
||||
//loop through all the slots in the players offer area
|
||||
for( uiCnt=0; uiCnt<SKI_NUM_TRADING_INV_SLOTS; uiCnt++)
|
||||
{
|
||||
@@ -4070,6 +4328,57 @@ void MovePlayerOfferedItemsOfValueToArmsDealersInventory()
|
||||
//add the money to the dealers 'cash'
|
||||
gArmsDealerStatus[ gbSelectedArmsDealerID ].uiArmsDealersCash += PlayersOfferArea[ uiCnt ].ItemObject[0]->data.money.uiMoneyAmount;
|
||||
}
|
||||
#ifdef JA2UB
|
||||
else
|
||||
{
|
||||
fAddItemToDealer = TRUE;
|
||||
|
||||
//if the dealer is raul
|
||||
if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
|
||||
{
|
||||
//if the item is the cannon balls
|
||||
if( PlayersOfferArea[ uiCnt ].sItemIndex == CLIP_CANNON_BALL )// 4499 )
|
||||
{
|
||||
fAddItemToDealer = FALSE;
|
||||
}
|
||||
|
||||
//if the item is the antique musket
|
||||
if( PlayersOfferArea[ uiCnt ].sItemIndex == HAND_CANNON )// 4498 )
|
||||
{
|
||||
//Only do this if the player knew about the cannon offer
|
||||
if( gubQuest[ QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL ] == QUESTINPROGRESS )
|
||||
{
|
||||
//Have raul say a quote
|
||||
StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_51 );
|
||||
|
||||
//Trigger Rauls action #52
|
||||
TriggerNPCRecord( PERKO, 52 );
|
||||
|
||||
//Remeber to discount the barrett
|
||||
SetJa25GeneralFlag( JA_GF__BARRETT_IS_HALF_PRICE );
|
||||
}
|
||||
|
||||
//Mark the quest done
|
||||
EndQuest( QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL, -1, -1 );
|
||||
|
||||
fAddItemToDealer = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
//if we ARE to transfer the item
|
||||
if( fAddItemToDealer )
|
||||
{
|
||||
//if the dealer doesn't strictly buy items from the player, give the item to the dealer
|
||||
if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer != ARMS_DEALER_BUYS_ONLY )
|
||||
{
|
||||
// item cease to be merc-owned during this operation
|
||||
AddObjectToArmsDealerInventory( gbSelectedArmsDealerID, &( PlayersOfferArea[ uiCnt ].ItemObject ) );
|
||||
PlayersOfferArea[ uiCnt ].ItemObject.initialize();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#else
|
||||
else
|
||||
{
|
||||
//if the dealer doesn't strictly buy items from the player, give the item to the dealer
|
||||
@@ -4081,6 +4390,7 @@ void MovePlayerOfferedItemsOfValueToArmsDealersInventory()
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
//erase the item from the player's offer area
|
||||
ClearPlayersOfferSlot( uiCnt );
|
||||
}
|
||||
@@ -4191,7 +4501,26 @@ void BeginSkiItemPointer( UINT8 ubSource, INT16 bSlotNum, BOOLEAN fOfferToDealer
|
||||
}
|
||||
else
|
||||
gpItemPointerSoldier = gpSMCurrentMerc;
|
||||
|
||||
#ifdef JA2UB
|
||||
//ja25 ub
|
||||
//if the dealer is Raul
|
||||
if( gbSelectedArmsDealerID == ARMS_DEALER_RAUL )
|
||||
{
|
||||
//if the item is the antique musket
|
||||
if( gMoveingItem.ItemObject.usItem == HAND_CANNON ) //4498 )
|
||||
{
|
||||
if( gubQuest[ QUEST_FIND_ANTIQUE_MUSKET_FOR_RAUL ] == QUESTINPROGRESS )
|
||||
{
|
||||
//if the player hasnt said the quote before
|
||||
if( !( gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags & ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_49 ) )
|
||||
{
|
||||
StartShopKeeperTalking( SK_QUOTES_NPC_SPECIFIC_49 );
|
||||
gArmsDealerStatus[ gbSelectedArmsDealerID ].ubSpecificDealerFlags |= ARMS_DEALER_FLAG__RAUL_SAID_QUOTE_49;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
break;
|
||||
|
||||
@@ -4648,7 +4977,50 @@ void HandleShopKeeperDialog( UINT8 ubInit )
|
||||
}
|
||||
}
|
||||
}
|
||||
#ifdef JA2UB
|
||||
//ja25 UB
|
||||
// if neither of the more precise quotes fit, or 33 percent of the time anyways
|
||||
if ( ( sRandomQuoteToUse == -1 ) || Chance( 33 ) )
|
||||
{
|
||||
//If the dealer is Betty,
|
||||
if( gbSelectedArmsDealerID == ARMS_DEALER_BETTY )
|
||||
{
|
||||
//she has 4 random quotes
|
||||
UINT8 ubRandom = Random( 100 );
|
||||
|
||||
if( ubRandom > 75 )
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_1;
|
||||
else if( ubRandom > 50 )
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_2;
|
||||
else if( ubRandom > 25 )
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_3;
|
||||
else
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_4;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if( Chance ( 50 ) )
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_1;
|
||||
else
|
||||
sRandomQuoteToUse = SK_QUOTES_RANDOM_QUOTE_WHILE_PLAYER_DECIDING_2;
|
||||
}
|
||||
}
|
||||
|
||||
Assert( sRandomQuoteToUse != -1 );
|
||||
Assert( sRandomQuoteToUse < NUM_COMMON_SK_QUOTES );
|
||||
|
||||
if ( !gfCommonQuoteUsedThisSession[ sRandomQuoteToUse ] )
|
||||
{
|
||||
StartShopKeeperTalking( (UINT16) sRandomQuoteToUse );
|
||||
|
||||
gfCommonQuoteUsedThisSession[ sRandomQuoteToUse ] = TRUE;
|
||||
|
||||
//increase the random quote delay
|
||||
guiRandomQuoteDelayTime += SKI_DEALERS_RANDOM_QUOTE_DELAY_INCREASE_RATE;
|
||||
}
|
||||
|
||||
#else
|
||||
// if neither of the more precise quotes fit, or 33 percent of the time anyways
|
||||
if ( ( sRandomQuoteToUse == -1 ) || Chance( 33 ) )
|
||||
{
|
||||
@@ -4670,6 +5042,7 @@ void HandleShopKeeperDialog( UINT8 ubInit )
|
||||
//increase the random quote delay
|
||||
guiRandomQuoteDelayTime += SKI_DEALERS_RANDOM_QUOTE_DELAY_INCREASE_RATE;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
uiLastTime = GetJA2Clock();
|
||||
@@ -5981,12 +6354,16 @@ void EvaluateItemAddedToPlayersOfferArea( INT8 bSlotID, BOOLEAN fFirstOne )
|
||||
|
||||
// say "Hmm... Let's see" once per trading session to start evaluation
|
||||
// SPECIAL: Devin doesn't have this quote (he's the only one)
|
||||
|
||||
#ifdef JA2UB
|
||||
//no UB
|
||||
#else
|
||||
if( !gfDealerHasSaidTheEvaluateQuoteOnceThisSession && ( gbSelectedArmsDealerID != ARMS_DEALER_DEVIN ) )
|
||||
{
|
||||
gfDealerHasSaidTheEvaluateQuoteOnceThisSession = TRUE;
|
||||
StartShopKeeperTalking( SK_QUOTES_PLAYER_REQUESTED_EVALUATION );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//Can this particular kind of item be sold/repaired here
|
||||
if( WillShopKeeperRejectObjectsFromPlayer( gbSelectedArmsDealerID, bSlotID ) == FALSE )
|
||||
@@ -6118,6 +6495,33 @@ void EvaluateItemAddedToPlayersOfferArea( INT8 bSlotID, BOOLEAN fFirstOne )
|
||||
switch ( uiEvalResult )
|
||||
{
|
||||
case EVAL_RESULT_DONT_HANDLE:
|
||||
#ifdef JA2UB
|
||||
//JA25 UB
|
||||
if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer == ARMS_DEALER_SELLS_ONLY )
|
||||
{
|
||||
// then he doesn't have quotes 17, 19, or 20, always use 4. Devin doesn't have 18 either,
|
||||
// while the text of 18 seems wrong for Sam & Howard if offered something they should consider valuable.
|
||||
sQuoteNum = SK_QUOTES_NOT_INTERESTED_IN_THIS_ITEM;
|
||||
}
|
||||
else
|
||||
{
|
||||
//if the dealer is BETTY
|
||||
if( gbSelectedArmsDealerID == ARMS_DEALER_BETTY &&
|
||||
( Item[ PlayersOfferArea[ bSlotID ].sItemIndex ].usItemClass == IC_AMMO ||
|
||||
Item[ PlayersOfferArea[ bSlotID ].sItemIndex ].usItemClass == IC_GUN
|
||||
)
|
||||
)
|
||||
{
|
||||
// she accepts items, but not this one
|
||||
sQuoteNum = SK_QUOTES_NPC_SPECIFIC_40;
|
||||
}
|
||||
else
|
||||
{
|
||||
// he accepts items, but not this one
|
||||
sQuoteNum = SK_QUOTES_DURING_EVALUATION_STUFF_REJECTED;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if( armsDealerInfo[ gbSelectedArmsDealerID ].ubTypeOfArmsDealer == ARMS_DEALER_SELLS_ONLY )
|
||||
{
|
||||
// then he doesn't have quotes 17, 19, or 20, always use 4. Devin doesn't have 18 either,
|
||||
@@ -7358,7 +7762,12 @@ void HandlePossibleRepairDelays()
|
||||
gfStartWithRepairsDelayedQuote = FALSE;
|
||||
|
||||
// if it's Fredo or Perko
|
||||
#ifdef JA2UB
|
||||
if ( ( gbSelectedArmsDealerID == ARMS_DEALER_FREDO ) || ( gbSelectedArmsDealerID == ARMS_DEALER_RAUL ) )
|
||||
#else
|
||||
if ( ( gbSelectedArmsDealerID == ARMS_DEALER_FREDO ) || ( gbSelectedArmsDealerID == ARMS_DEALER_PERKO ) )
|
||||
#endif
|
||||
|
||||
{
|
||||
// because the quotes are so specific, we'll only use them once per game per repairman
|
||||
if( !gArmsDealerStatus[ gbSelectedArmsDealerID ].fRepairDelayBeenUsed )
|
||||
@@ -7841,3 +8250,21 @@ void HatchOutInvSlot( UINT16 usPosX, UINT16 usPosY )
|
||||
DrawHatchOnInventory( guiRENDERBUFFER, usSlotX, usSlotY, usSlotWidth, usSlotHeight );
|
||||
InvalidateRegion( usSlotX, usSlotY, usSlotX + usSlotWidth, usSlotY + usSlotHeight );
|
||||
}
|
||||
#ifdef JA2UB
|
||||
//ja25 UB
|
||||
void AskUserToAttachTransmitterToLaptop()
|
||||
{
|
||||
DoSkiMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TCTL_MSG__ATTACH_TRANSMITTER_TO_LAPTOP ], SHOPKEEPER_SCREEN, MSG_BOX_FLAG_OK, AttachLaptopTransmitterToLaptop );
|
||||
}
|
||||
|
||||
void AttachLaptopTransmitterToLaptop( UINT8 ubExitValue )
|
||||
{
|
||||
//
|
||||
// Get the laptop working again
|
||||
//
|
||||
|
||||
//Mark the quest done
|
||||
if ( gGameUBOptions.LaptopQuestEnabled == TRUE )
|
||||
EndQuest( QUEST_FIX_LAPTOP, -1, -1 );
|
||||
}
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user