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Cleaned up arms dealer code
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8519 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+84
-153
@@ -181,11 +181,10 @@ bool DEALER_SPECIAL_ITEM::operator ==(const DEALER_SPECIAL_ITEM& compare)
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void InitAllArmsDealers()
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{
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UINT8 ubArmsDealer;
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ShutDownArmsDealers();
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//Initialize the initial status & inventory for each of the arms dealers
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for( ubArmsDealer = 0; ubArmsDealer < NUM_ARMS_DEALERS; ubArmsDealer++ )
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for( UINT8 ubArmsDealer = 0; ubArmsDealer < NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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InitializeOneArmsDealer( ubArmsDealer );
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}
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@@ -215,8 +214,9 @@ void InitializeOneArmsDealer( UINT8 ubArmsDealer )
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//loop through all the item types
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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//Can the item be sold by the arms dealer
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if( CanDealerTransactItem( ubArmsDealer, usItemIndex, FALSE ) )
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{
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@@ -232,14 +232,11 @@ void InitializeOneArmsDealer( UINT8 ubArmsDealer )
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}
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}
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void ShutDownArmsDealers()
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{
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gArmsDealersInventory.clear();
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}
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BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile )
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{
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UINT32 uiNumBytesWritten;
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@@ -259,18 +256,22 @@ BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile )
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}
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//loop through all the dealers inventories
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for( ubArmsDealer=0; ubArmsDealer<NUM_ARMS_DEALERS; ubArmsDealer++ )
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for( ubArmsDealer=0; ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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int size = gArmsDealersInventory.empty() ? 0 : gArmsDealersInventory[ubArmsDealer].size();
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if (!FileWrite( hFile, &size, sizeof( int ), &uiNumBytesWritten ))
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{
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return( FALSE );
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}
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if(gArmsDealersInventory.empty()) continue;
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if(gArmsDealersInventory.empty())
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continue;
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//loop through this dealer's individual items
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for (DealerItemList::iterator iter = gArmsDealersInventory[ubArmsDealer].begin();
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iter != gArmsDealersInventory[ubArmsDealer].end(); ++iter) {
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if (! iter->Save(hFile) ) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ubArmsDealer].begin(); iter != gArmsDealersInventory[ubArmsDealer].end(); ++iter)
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{
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if (! iter->Save(hFile) )
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{
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return FALSE;
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}
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}
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@@ -308,7 +309,6 @@ void DEALER_SPECIAL_ITEM::ConvertFrom101(OLD_DEALER_ITEM_HEADER_101& header, OLD
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gArmsDealersInventory[ubArmsDealer].push_back(*this);
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};
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void DailyUpdateOfArmsDealersInventory()
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{
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// if Gabby has creature blood, start turning it into extra elixir
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@@ -327,18 +327,15 @@ void DailyUpdateOfArmsDealersInventory()
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AdjustCertainDealersInventory( );
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}
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// Once a day, loop through each dealer's inventory items and possibly sell some
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void SimulateArmsDealerCustomer()
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{
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UINT8 ubArmsDealer=0;
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UINT16 usItemIndex;
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UINT8 ubItemsSold=0;
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static int numPerfectItems[MAXITEMS];
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//loop through all the arms dealers
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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for( UINT8 ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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continue;
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@@ -359,7 +356,7 @@ void SimulateArmsDealerCustomer()
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}
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//loop through all items of the same type
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for ( usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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for ( UINT16 usItemIndex = 1; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
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{
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if ( Item[usItemIndex].usItemClass == 0 )
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break;
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@@ -383,6 +380,7 @@ void SimulateArmsDealerCustomer()
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{
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ubItemsSold = HowManyItemsAreSold( ubArmsDealer, usItemIndex, numPerfectItems[usItemIndex], FALSE);
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}
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if ( ubItemsSold > 0)
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{
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RemoveItemFromArmsDealerInventory( ubArmsDealer, usItemIndex, ubItemsSold);
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@@ -424,8 +422,7 @@ void DailyCheckOnItemQuantities()
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UINT8 ubNumItems;
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UINT32 uiArrivalDay;
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UINT8 ubReorderDays;
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//loop through all the arms dealers
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for( ubArmsDealer=0;ubArmsDealer<NUM_ARMS_DEALERS; ++ubArmsDealer )
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{
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@@ -444,14 +441,18 @@ void DailyCheckOnItemQuantities()
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int numTotalItems[MAXITEMS] = { 0 };
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bool itemsAreOnOrder[MAXITEMS] = { false };
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->object.exists() == true) {
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if (iter->IsBeingOrdered() == false) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->object.exists() == true)
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{
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if (iter->IsBeingOrdered() == false)
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{
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numTotalItems[iter->object.usItem] += iter->object.ubNumberOfObjects;
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}
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else {
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else
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{
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itemsAreOnOrder[iter->object.usItem] = true;
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//and today is the day the items come in
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if( iter->uiOrderArrivalTime >= GetWorldDay() )
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{
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@@ -464,8 +465,7 @@ void DailyCheckOnItemQuantities()
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//set the fact the raul refreshed his inventory
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SetFactTrue( FACT_RAULS_INVENTORY_CHANGED_SINCE_LAST_VISIT );
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}
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#endif
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#endif
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}
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}
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}
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@@ -518,7 +518,7 @@ void DailyCheckOnItemQuantities()
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}
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#else
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ubReorderDays = ( UINT8) ( armsDealerInfo[ ubArmsDealer ].daysDelayMin + Random( armsDealerInfo[ ubArmsDealer ].daysDelayMax - armsDealerInfo[ ubArmsDealer ].daysDelayMin ) );
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ubReorderDays = ( UINT8) ( armsDealerInfo[ ubArmsDealer ].daysDelayMin + Random( armsDealerInfo[ ubArmsDealer ].daysDelayMax - armsDealerInfo[ ubArmsDealer ].daysDelayMin ) );
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#endif
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//Determine when the inventory should arrive
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uiArrivalDay = GetWorldDay() + ubReorderDays; // consider changing this to minutes
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@@ -536,13 +536,14 @@ void DailyCheckOnItemQuantities()
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void OrderDealerItems(int armsDealer, int usItem, int numItems, int arrivalDay)
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{
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int perfectItems = 0;
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for (int x = 0; x < numItems; ++x) {
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for (int x = 0; x < numItems; ++x)
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{
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int ubItemCondition = DetermineDealerItemCondition( armsDealer, usItem);
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// if the item is brand new
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if ( ubItemCondition == 100)
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{
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perfectItems++;
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++perfectItems;
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}
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else
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{
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@@ -582,12 +583,14 @@ void ConvertCreatureBloodToElixir( void )
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UINT8 ubBloodAvailable = 0;
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UINT8 ubAmountToConvert;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ARMS_DEALER_GABBY ].begin();
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iter != gArmsDealersInventory[ ARMS_DEALER_GABBY ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true && iter->object.usItem == JAR_CREATURE_BLOOD) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ARMS_DEALER_GABBY ].begin(); iter != gArmsDealersInventory[ ARMS_DEALER_GABBY ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == true && iter->object.usItem == JAR_CREATURE_BLOOD)
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{
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ubBloodAvailable += iter->object.ubNumberOfObjects;
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}
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}
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if ( ubBloodAvailable )
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{
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// start converting blood into elixir!
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@@ -633,8 +636,7 @@ BOOLEAN AdjustCertainDealersInventory( )
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}
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#ifdef JA2UB
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//------------UB---------------------
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//if Raul hasnt yet sold the barret
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if( !( gArmsDealerStatus[ ARMS_DEALER_RAUL ].ubSpecificDealerFlags & ARMS_DEALER_FLAG__RAUL_HAS_SOLD_BARRETT_TO_PLAYER ) )
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{
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@@ -661,7 +663,6 @@ BOOLEAN AdjustCertainDealersInventory( )
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GuaranteeAtMostNumOfItemsForItem( ARMS_DEALER_BETTY, LAPTOP_TRANSMITTER, 0 ); //4500
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}
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if( gubQuest[ QUEST_GET_RID_BLOODCATS_AT_BETTYS ] != QUESTDONE )
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{
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//make sure she doesnt sell these items just yet
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@@ -678,8 +679,6 @@ BOOLEAN AdjustCertainDealersInventory( )
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return( TRUE );
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}
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void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UINT8 ubMaxNumberOfItemType )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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@@ -716,7 +715,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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{
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// all ammo of same type counts as only one item
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ubNumberOfAvailableItem.push_back(1);
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uiTotalNumberOfItems++;
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++uiTotalNumberOfItems;
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}
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else
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{
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@@ -735,7 +734,7 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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{
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uiRandomChoice = Random( uiTotalNumberOfItems );
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for ( uiIndex = 0; uiIndex < usAvailableItems.size(); uiIndex++ )
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for ( uiIndex = 0; uiIndex < usAvailableItems.size(); ++uiIndex )
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{
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if ( uiRandomChoice <= ubNumberOfAvailableItem[ uiIndex ] )
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{
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@@ -759,9 +758,8 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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ubNumberOfAvailableItem.pop_back();
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// decrement count of # of items to remove
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uiItemsToRemove--;
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--uiItemsToRemove;
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break; // and out of 'for' loop
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}
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else
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{
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@@ -812,7 +810,6 @@ void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uiDealerItemType, UIN
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}
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}
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void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType )
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{
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UINT16 usItemIndex;
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@@ -827,9 +824,10 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int numTotalItems[MAXITEMS] = { 0 };
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == true && iter->IsUnderRepair() == false)
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{
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numTotalItems[iter->object.usItem] += iter->object.ubNumberOfObjects;
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}
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}
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@@ -870,13 +868,12 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
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return;
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}
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// CJC: randomly pick one of available items by weighted random selection.
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// randomize number within uiTotalChances and then loop forwards till we find that item
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uiRandomChoice = Random( uiTotalChances );
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for ( uiIndex = 0; uiIndex < usAvailableItems.size(); uiIndex++ )
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for ( uiIndex = 0; uiIndex < usAvailableItems.size(); ++uiIndex )
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{
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if ( uiRandomChoice <= ubChanceForAvailableItem[ uiIndex ] )
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{
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@@ -896,7 +893,6 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
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void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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return;
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@@ -904,14 +900,14 @@ void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UIN
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int itemsIHave = 0;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true
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&& iter->object.usItem == sItemIndex
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&& iter->IsUnderRepair() == false) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == true &&
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iter->object.usItem == sItemIndex &&
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iter->IsUnderRepair() == false)
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{
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itemsIHave -= iter->object.ubNumberOfObjects;
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//if there are any of these in stock
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}
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}
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}
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@@ -925,11 +921,12 @@ void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int itemsIHave = 0;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin(); iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == true
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&& iter->object.usItem == usItemIndex
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&& iter->IsUnderRepair() == false) {
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&& iter->IsUnderRepair() == false)
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{
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itemsIHave += iter->object.ubNumberOfObjects;
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//if there are any of these in stock
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if( itemsIHave >= ubHowMany )
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@@ -939,8 +936,7 @@ void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT
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}
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}
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}
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// if he can stock it (it appears in his inventory list)
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// RESTRICTION REMOVED: Jake must be able to guarantee GAS even though it's not in his list, it's presence is conditional
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// if( GetDealersMaxItemAmount( ubArmsDealer, usItemIndex ) > 0)
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@@ -950,8 +946,6 @@ void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT
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}
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}
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UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem )
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{
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switch( Item[ usItem ].usItemClass )
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@@ -1137,8 +1131,6 @@ UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem )
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return( 0 );
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}
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BOOLEAN IsMercADealer( UINT8 ubMercID )
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{
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// Manny is not actually a valid dealer unless a particular event sets that fact
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@@ -1179,16 +1171,11 @@ UINT8 GetTypeOfArmsDealer( UINT8 ubDealerID )
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return( armsDealerInfo[ ubDealerID ].ubTypeOfArmsDealer );
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}
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BOOLEAN DoesDealerDoRepairs( UINT8 ubArmsDealer )
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{
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if( armsDealerInfo[ ubArmsDealer ].ubTypeOfArmsDealer == ARMS_DEALER_REPAIRS )
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return( TRUE );
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else
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return( FALSE );
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return ( armsDealerInfo[ubArmsDealer].ubTypeOfArmsDealer == ARMS_DEALER_REPAIRS );
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}
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BOOLEAN RepairmanIsFixingItemsButNoneAreDoneYet( UINT8 ubProfileID )
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{
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INT8 bArmsDealer;
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@@ -1203,11 +1190,11 @@ BOOLEAN RepairmanIsFixingItemsButNoneAreDoneYet( UINT8 ubProfileID )
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return( FALSE );
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//loop through the dealers inventory and check if there are only unrepaired items
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for (DealerItemList::iterator iter = gArmsDealersInventory[ bArmsDealer ].begin();
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iter != gArmsDealersInventory[ bArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == false) {
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for (DealerItemList::iterator iter = gArmsDealersInventory[ bArmsDealer ].begin(); iter != gArmsDealersInventory[ bArmsDealer ].end(); ++iter)
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{
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if (iter->ItemIsInInventory() == false)
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continue;
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}
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if ( Item[iter->object.usItem].usItemClass == 0 )
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continue;
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@@ -1343,7 +1330,6 @@ BOOLEAN CanDealerRepairItem( UINT8 ubArmsDealer, UINT16 usItemIndex )
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return(FALSE);
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}
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void ArmsDealerGetsFreshStock( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubNumItems )
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{
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UINT8 ubCnt;
|
||||
@@ -1358,7 +1344,7 @@ void ArmsDealerGetsFreshStock( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubN
|
||||
// if the item is brand new
|
||||
if ( ubItemCondition == 100)
|
||||
{
|
||||
ubPerfectOnes++;
|
||||
++ubPerfectOnes;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1376,8 +1362,6 @@ void ArmsDealerGetsFreshStock( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubN
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 DetermineDealerItemCondition( UINT8 ubArmsDealer, UINT16 usItemIndex )
|
||||
{
|
||||
UINT8 ubCondition = 100;
|
||||
@@ -1400,10 +1384,7 @@ UINT8 DetermineDealerItemCondition( UINT8 ubArmsDealer, UINT16 usItemIndex )
|
||||
|
||||
BOOLEAN ItemContainsLiquid( UINT16 usItemIndex )
|
||||
{
|
||||
if(Item[usItemIndex].containsliquid)
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
return Item[usItemIndex].containsliquid;
|
||||
|
||||
//switch ( usItemIndex )
|
||||
//{
|
||||
@@ -1442,47 +1423,25 @@ bool ItemIsSpecial(DEALER_SPECIAL_ITEM& item)
|
||||
|
||||
UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer )
|
||||
{
|
||||
//if the dealer is not a repair dealer, no need to count, return 0
|
||||
if ( !DoesDealerDoRepairs( ubArmsDealer ) )
|
||||
return 0;
|
||||
|
||||
UINT16 usHowManyInForRepairs = 0;
|
||||
|
||||
//if the dealer is not a repair dealer, no need to count, return 0
|
||||
if( !DoesDealerDoRepairs( ubArmsDealer ) )
|
||||
return( 0 );
|
||||
|
||||
//loop through the dealers inventory and count the number of items in for repairs
|
||||
for ( UINT16 usItemIndex = 0; usItemIndex < gMAXITEMS_READ; ++usItemIndex )
|
||||
for ( DealerItemList::iterator iter = gArmsDealersInventory[ubArmsDealer].begin(); iter != gArmsDealersInventory[ubArmsDealer].end(); ++iter )
|
||||
{
|
||||
usHowManyInForRepairs += CountSpecificItemsRepairDealerHasInForRepairs( ubArmsDealer, usItemIndex );
|
||||
if ( iter->object.exists() && iter->IsUnderRepair() )
|
||||
{
|
||||
++usHowManyInForRepairs;
|
||||
}
|
||||
}
|
||||
|
||||
return( usHowManyInForRepairs );
|
||||
}
|
||||
|
||||
|
||||
UINT8 CountSpecificItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer, UINT16 usItemIndex )
|
||||
{
|
||||
UINT8 ubHowManyInForRepairs = 0;
|
||||
|
||||
//if the dealer is not a repair dealer, no need to count, return 0
|
||||
if( !DoesDealerDoRepairs( ubArmsDealer ) )
|
||||
return( 0 );
|
||||
|
||||
for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
|
||||
iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
|
||||
if (iter->object.exists() == true && iter->object.usItem == usItemIndex) {
|
||||
if( iter->IsUnderRepair() == true )
|
||||
{
|
||||
++ubHowManyInForRepairs;
|
||||
}
|
||||
}
|
||||
}
|
||||
return( ubHowManyInForRepairs );
|
||||
}
|
||||
|
||||
|
||||
|
||||
void AddObjectToArmsDealerInventory( UINT8 ubArmsDealer, OBJECTTYPE *pObject )
|
||||
{
|
||||
|
||||
// split up all the components of an objecttype and add them as seperate items into the dealer's inventory
|
||||
OBJECTTYPE seperateObject;
|
||||
int total = 0;
|
||||
@@ -2127,7 +2086,6 @@ BOOLEAN DoesItemAppearInDealerInventoryList( UINT8 ubArmsDealer, UINT16 usItemIn
|
||||
DEALER_POSSIBLE_INV *pDealerInv=NULL;
|
||||
UINT16 usCnt;
|
||||
|
||||
|
||||
// the others will buy only things that appear in their own "for sale" inventory lists
|
||||
pDealerInv = GetPointerToDealersPossibleInventory( ubArmsDealer );
|
||||
Assert( pDealerInv != NULL );
|
||||
@@ -2146,22 +2104,19 @@ BOOLEAN DoesItemAppearInDealerInventoryList( UINT8 ubArmsDealer, UINT16 usItemIn
|
||||
}
|
||||
}
|
||||
|
||||
usCnt++;
|
||||
++usCnt;
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN fDealerSelling )
|
||||
{
|
||||
UINT16 usBasePrice;
|
||||
UINT8 ubItemPriceClass;
|
||||
UINT8 ubDealerPriceClass;
|
||||
UINT16 usValueToThisDealer;
|
||||
|
||||
|
||||
|
||||
usBasePrice = Item[ usItemIndex ].usPrice;
|
||||
|
||||
if ( usBasePrice == 0 )
|
||||
@@ -2169,8 +2124,7 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
|
||||
// worthless to any dealer
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
// figure out the price class this dealer prefers
|
||||
switch ( ubArmsDealer )
|
||||
{
|
||||
@@ -2195,8 +2149,7 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
|
||||
return( 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// the rest of this function applies only to the "general" dealers ( Jake, Keith, and Franz )
|
||||
|
||||
// Micky & Gabby specialize in creature parts & such, the others don't buy these at all (exception: jars)
|
||||
@@ -2215,15 +2168,13 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
|
||||
return( 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// figure out which price class it belongs to
|
||||
if ( usBasePrice < 100 )
|
||||
{
|
||||
ubItemPriceClass = PRICE_CLASS_JUNK;
|
||||
}
|
||||
else
|
||||
if ( usBasePrice < 1000 )
|
||||
else if ( usBasePrice < 1000 )
|
||||
{
|
||||
ubItemPriceClass = PRICE_CLASS_CHEAP;
|
||||
}
|
||||
@@ -2231,8 +2182,7 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
|
||||
{
|
||||
ubItemPriceClass = PRICE_CLASS_EXPENSIVE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if( !fDealerSelling )
|
||||
{
|
||||
// junk dealer won't buy expensive stuff at all, expensive dealer won't buy junk at all
|
||||
@@ -2273,7 +2223,6 @@ UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN
|
||||
return( usValueToThisDealer );
|
||||
}
|
||||
|
||||
|
||||
void GuaranteeMinimumAlcohol( UINT8 ubArmsDealer )
|
||||
{
|
||||
GuaranteeAtLeastXItemsOfIndex( ubArmsDealer, BEER, ( UINT8 ) ( GetDealersMaxItemAmount( ubArmsDealer, BEER ) / 3 ) );
|
||||
@@ -2281,22 +2230,11 @@ void GuaranteeMinimumAlcohol( UINT8 ubArmsDealer )
|
||||
GuaranteeAtLeastXItemsOfIndex( ubArmsDealer, ALCOHOL, ( UINT8 ) ( GetDealersMaxItemAmount( ubArmsDealer, ALCOHOL ) / 3 ) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN ItemIsARocketRifle( INT16 sItemIndex )
|
||||
{
|
||||
if ( Item[sItemIndex].fingerprintid )
|
||||
{
|
||||
return( TRUE );
|
||||
}
|
||||
else
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
return( Item[sItemIndex].fingerprintid );
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN GetArmsDealerShopHours( UINT8 ubArmsDealer, UINT32 *puiOpeningTime, UINT32 *puiClosingTime )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
@@ -2317,16 +2255,13 @@ BOOLEAN GetArmsDealerShopHours( UINT8 ubArmsDealer, UINT32 *puiOpeningTime, UINT
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT32 CalculateOvernightRepairDelay( UINT8 ubArmsDealer, UINT32 uiTimeWhenFreeToStartIt, UINT32 uiMinutesToFix )
|
||||
{
|
||||
UINT32 uiOpeningTime, uiClosingTime;
|
||||
UINT32 uiMinutesClosedOvernight;
|
||||
UINT32 uiDelayInDays = 0;
|
||||
UINT32 uiDoneToday;
|
||||
|
||||
|
||||
|
||||
Assert( uiMinutesToFix > 0 );
|
||||
|
||||
// convert world time into 24hr military time for the day he's gonna start on it
|
||||
@@ -2360,8 +2295,6 @@ UINT32 CalculateOvernightRepairDelay( UINT8 ubArmsDealer, UINT32 uiTimeWhenFreeT
|
||||
return ( uiDelayInDays * uiMinutesClosedOvernight );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UINT32 uiEndTime )
|
||||
{
|
||||
UINT32 uiOpeningTime, uiClosingTime;
|
||||
@@ -2386,8 +2319,7 @@ UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UI
|
||||
// close for 1 less than that many full nights...
|
||||
uiMinutesClosed = ( uiDaysDifference - 1 ) * uiMinutesClosedOvernight;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// add partial day's closing
|
||||
|
||||
// convert start and end times into 24hr military time
|
||||
@@ -2399,8 +2331,7 @@ UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UI
|
||||
{
|
||||
uiEndTime = NUM_MIN_IN_DAY;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if ( uiStartTime == uiEndTime )
|
||||
{
|
||||
if ( uiDaysDifference == 0 )
|
||||
@@ -2412,6 +2343,7 @@ UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UI
|
||||
uiMinutesClosed += uiMinutesClosedOvernight;
|
||||
}
|
||||
}
|
||||
|
||||
if ( uiStartTime < uiEndTime )
|
||||
{
|
||||
if ( uiStartTime < uiOpeningTime )
|
||||
@@ -2448,7 +2380,6 @@ void AddTexsVideosToBettysInventory()
|
||||
GuaranteeAtLeastXItemsOfIndex( ARMS_DEALER_BETTY, TEX_MOVIE_HAVE_HONDA, 1 );
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN CanThisItemBeSoldToSimulatedCustomer( UINT8 ubArmsDealerID, UINT16 usItemIndex )
|
||||
{
|
||||
switch( ubArmsDealerID )
|
||||
|
||||
@@ -75,10 +75,9 @@ enum
|
||||
#define ARMS_DEALER_SMGCLASS 0x00000002 // 2
|
||||
#define ARMS_DEALER_RIFLECLASS 0x00000004 // 4
|
||||
#define ARMS_DEALER_MGCLASS 0x00000008 // 8
|
||||
|
||||
#define ARMS_DEALER_SHOTGUNCLASS 0x00000010 // 16
|
||||
|
||||
#define ARMS_DEALER_KNIFECLASS 0x00000020 // 32
|
||||
|
||||
#define ARMS_DEALER_BLADE 0x00000040 // 64
|
||||
#define ARMS_DEALER_LAUNCHER 0x00000080 // 128
|
||||
|
||||
@@ -90,35 +89,26 @@ enum
|
||||
#define ARMS_DEALER_GRENADE 0x00001000 // 4096
|
||||
#define ARMS_DEALER_BOMB 0x00002000 // 8192
|
||||
#define ARMS_DEALER_EXPLOSV 0x00004000 // 16384
|
||||
|
||||
#define ARMS_DEALER_KIT 0x00008000 // 32764
|
||||
|
||||
#define ARMS_DEALER_FACE 0x00010000 // 65536
|
||||
//#define ARMS_DEALER_THROWN 0x00020000 // 131072
|
||||
//#define ARMS_DEALER_KEY 0x00040000 // 262144
|
||||
|
||||
//#define ARMS_DEALER_VIDEO_CAMERA 0x00020000 // 131072
|
||||
|
||||
#define ARMS_DEALER_DETONATORS 0x00040000 // 262144
|
||||
|
||||
#define ARMS_DEALER_ATTACHMENTS 0x00080000 // 524288
|
||||
|
||||
|
||||
#define ARMS_DEALER_ALCOHOL 0x00100000 // 1048576
|
||||
#define ARMS_DEALER_ELECTRONICS 0x00200000 // 2097152
|
||||
#define ARMS_DEALER_HARDWARE 0x00400000 | ARMS_DEALER_KIT
|
||||
|
||||
#define ARMS_DEALER_MEDICAL 0x00800000 | ARMS_DEALER_MEDKIT
|
||||
|
||||
//#define ARMS_DEALER_EMPTY_JAR 0x01000000 // 16777216
|
||||
#define ARMS_DEALER_CREATURE_PARTS 0x02000000 // 33554432
|
||||
#define ARMS_DEALER_ROCKET_RIFLE 0x04000000 // 67108864
|
||||
|
||||
#define ARMS_DEALER_ONLY_USED_ITEMS 0x08000000 // 134217728
|
||||
#define ARMS_DEALER_GIVES_CHANGE 0x10000000 // 268435456 //The arms dealer will give the required change when doing a transaction
|
||||
#define ARMS_DEALER_ACCEPTS_GIFTS 0x20000000 // 536870912 //The arms dealer is the kind of person who will accept gifts
|
||||
#define ARMS_DEALER_SOME_USED_ITEMS 0x40000000 // 1073741824 //The arms dealer can have used items in his inventory
|
||||
#define ARMS_DEALER_HAS_NO_INVENTORY 0x80000000 // 2147483648 //The arms dealer does not carry any inventory
|
||||
|
||||
#define ARMS_DEALER_GIVES_CHANGE 0x10000000 // 268435456 //The dealer will give the required change when doing a transaction
|
||||
#define ARMS_DEALER_ACCEPTS_GIFTS 0x20000000 // 536870912 //The dealer is the kind of person who will accept gifts
|
||||
#define ARMS_DEALER_SOME_USED_ITEMS 0x40000000 // 1073741824 //The dealer can have used items in his inventory
|
||||
#define ARMS_DEALER_HAS_NO_INVENTORY 0x80000000 // 2147483648 //The dealer does not carry any inventory
|
||||
|
||||
|
||||
#define ARMS_DEALER_BIG_GUNS ARMS_DEALER_SMGCLASS | ARMS_DEALER_RIFLECLASS | ARMS_DEALER_MGCLASS | ARMS_DEALER_SHOTGUNCLASS
|
||||
@@ -349,8 +339,7 @@ UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem );
|
||||
//Count every single item the dealer has in stock
|
||||
//UINT32 CountTotalItemsInArmsDealersInventory( UINT8 ubArmsDealer );
|
||||
//Count only the # of "distinct" item types (for shopkeeper purposes)
|
||||
UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer );
|
||||
UINT8 CountSpecificItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer, UINT16 usItemIndex );
|
||||
UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer );
|
||||
|
||||
void AddObjectToArmsDealerInventory( UINT8 ubArmsDealer, OBJECTTYPE *pObject );
|
||||
|
||||
|
||||
+44
-114
@@ -17,15 +17,12 @@
|
||||
#include "connect.h"
|
||||
#endif
|
||||
|
||||
|
||||
//forward declarations of common classes to eliminate includes
|
||||
class OBJECTTYPE;
|
||||
class SOLDIERTYPE;
|
||||
|
||||
|
||||
extern INT8 gbSelectedArmsDealerID;
|
||||
|
||||
|
||||
// CHRISL: Updated this to include IC_LBEGEAR class
|
||||
// This table controls the order items appear in inventory at BR's and dealers, and which kinds of items are sold used
|
||||
ITEM_SORT_ENTRY DealerItemSortInfo[ ] =
|
||||
@@ -56,8 +53,6 @@ ITEM_SORT_ENTRY DealerItemSortInfo[ ] =
|
||||
{ IC_NONE, NOGUNCLASS, },
|
||||
};
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Setup the inventory arrays for each of the arms dealers
|
||||
//
|
||||
@@ -697,9 +692,23 @@ DEALER_POSSIBLE_INV gArmsDealerAdditional[ADDITIONAL_ARMS_DEALERS][MAXITEMS+1];
|
||||
|
||||
// prototypes
|
||||
|
||||
INT8 GetMaxItemAmount( DEALER_POSSIBLE_INV *pInv, UINT16 usItemIndex );
|
||||
INT8 GetMaxItemAmount( DEALER_POSSIBLE_INV *pInv, UINT16 usItemIndex )
|
||||
{
|
||||
UINT16 usCnt = 0;
|
||||
|
||||
//loop through the array until a the LAST_DEALER_ITEM is hit
|
||||
while ( pInv[usCnt].sItemIndex != LAST_DEALER_ITEM )
|
||||
{
|
||||
//if this item is the one we want
|
||||
if ( pInv[usCnt].sItemIndex == usItemIndex )
|
||||
return( pInv[usCnt].ubOptimalNumber );
|
||||
|
||||
// move to the next item
|
||||
++usCnt;
|
||||
}
|
||||
|
||||
return( NO_DEALER_ITEM );
|
||||
}
|
||||
|
||||
INT8 GetDealersMaxItemAmount( UINT8 ubDealerID, UINT16 usItemIndex )
|
||||
{
|
||||
@@ -812,26 +821,6 @@ INT8 GetDealersMaxItemAmount( UINT8 ubDealerID, UINT16 usItemIndex )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
INT8 GetMaxItemAmount( DEALER_POSSIBLE_INV *pInv, UINT16 usItemIndex )
|
||||
{
|
||||
UINT16 usCnt=0;
|
||||
|
||||
//loop through the array until a the LAST_DEALER_ITEM is hit
|
||||
while( pInv[ usCnt ].sItemIndex != LAST_DEALER_ITEM )
|
||||
{
|
||||
//if this item is the one we want
|
||||
if( pInv[ usCnt ].sItemIndex == usItemIndex )
|
||||
return( pInv[ usCnt ].ubOptimalNumber );
|
||||
|
||||
// move to the next item
|
||||
usCnt++;
|
||||
}
|
||||
|
||||
return( NO_DEALER_ITEM );
|
||||
}
|
||||
|
||||
|
||||
DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT8 ubArmsDealerID )
|
||||
{
|
||||
switch( ubArmsDealerID )
|
||||
@@ -940,7 +929,6 @@ DEALER_POSSIBLE_INV *GetPointerToDealersPossibleInventory( UINT8 ubArmsDealerID
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Madd: added boolean fUsed
|
||||
UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fUsed )
|
||||
{
|
||||
@@ -948,8 +936,7 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
|
||||
unsigned ubMinCoolness, ubMaxCoolness;
|
||||
|
||||
const int bobbyRaysID = -1;
|
||||
|
||||
|
||||
|
||||
// item suitability varies with the player's maximum progress through the game. The farther he gets, the better items
|
||||
// we make available. Weak items become more and more infrequent later in the game, although they never quite vanish.
|
||||
|
||||
@@ -965,8 +952,7 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
|
||||
{
|
||||
return(ITEM_SUITABILITY_NONE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
ubItemCoolness = Item[ usItemIndex ].ubCoolness;
|
||||
|
||||
if (ubItemCoolness == 0)
|
||||
@@ -991,19 +977,16 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
|
||||
if ( Item[usItemIndex].medical || Item[usItemIndex].canteen || Item[usItemIndex].medicalkit || Item[usItemIndex].locksmithkit || Item[usItemIndex].toolkit || Item[usItemIndex].crowbar || Item[usItemIndex].jar )
|
||||
return(ITEM_SUITABILITY_ALWAYS);
|
||||
//}
|
||||
|
||||
|
||||
|
||||
// If it's not BobbyRay, Tony, or Devin
|
||||
if (bArmsDealer != bobbyRaysID && armsDealerInfo[bArmsDealer].allInventoryAlwaysAvailable)
|
||||
{
|
||||
// all the other dealers have very limited inventories, so their suitability remains constant at all times in game
|
||||
return(ITEM_SUITABILITY_HIGH);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// figure out the appropriate range of coolness based on player's maximum progress so far
|
||||
|
||||
|
||||
|
||||
if ( bArmsDealer == bobbyRaysID ) {
|
||||
ubMinCoolness = 1;
|
||||
ubMaxCoolness = HighestPlayerProgressPercentage() / 10 + 1;
|
||||
@@ -1093,20 +1076,16 @@ UINT8 GetCurrentSuitabilityForItem( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEA
|
||||
return(ITEM_SUITABILITY_LOW);
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDealerIsSelling, BOOLEAN fUsed )
|
||||
{
|
||||
UINT8 ubItemCoolness;
|
||||
UINT8 ubChance = 0;
|
||||
BOOLEAN fBobbyRay = FALSE;
|
||||
|
||||
|
||||
|
||||
// make sure dealers don't carry used items that they shouldn't
|
||||
if ( fUsed && !fDealerIsSelling && !CanDealerItemBeSoldUsed( usItemIndex ) )
|
||||
return( 0 );
|
||||
|
||||
|
||||
|
||||
if (bArmsDealer == -1)
|
||||
{
|
||||
// Bobby Ray has an easier time getting resupplied than the local dealers do
|
||||
@@ -1185,20 +1164,14 @@ UINT8 ChanceOfItemTransaction( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
|
||||
ubChance /= 2;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
return(ubChance);
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN ItemTransactionOccurs( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDealerIsSelling, BOOLEAN fUsed )
|
||||
{
|
||||
UINT8 ubChance;
|
||||
INT16 sInventorySlot;
|
||||
|
||||
|
||||
ubChance = ChanceOfItemTransaction( bArmsDealer, usItemIndex, fDealerIsSelling, fUsed );
|
||||
INT16 sInventorySlot;
|
||||
UINT8 ubChance = ChanceOfItemTransaction( bArmsDealer, usItemIndex, fDealerIsSelling, fUsed );
|
||||
|
||||
// if the dealer is buying, and a chance exists (i.e. the item is "eligible")
|
||||
if (!fDealerIsSelling && (ubChance > 0))
|
||||
@@ -1224,66 +1197,44 @@ BOOLEAN ItemTransactionOccurs( INT8 bArmsDealer, UINT16 usItemIndex, BOOLEAN fDe
|
||||
}
|
||||
|
||||
// roll to see if a transaction occurs
|
||||
if (Random(100) < ubChance)
|
||||
{
|
||||
return(TRUE);
|
||||
}
|
||||
else
|
||||
{
|
||||
return(FALSE);
|
||||
}
|
||||
return Chance( ubChance );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 DetermineInitialInvItems( INT8 bArmsDealerID, UINT16 usItemIndex, UINT8 ubChances, BOOLEAN fUsed)
|
||||
{
|
||||
UINT8 ubNumBought;
|
||||
UINT8 ubCnt;
|
||||
if ( is_networked )
|
||||
return ubChances;
|
||||
|
||||
// initial inventory is now rolled for one item at a time, instead of one type at a time, to improve variety
|
||||
ubNumBought = 0;
|
||||
for (ubCnt = 0; ubCnt < ubChances; ubCnt++)
|
||||
UINT8 ubNumBought = 0;
|
||||
|
||||
for ( UINT8 ubCnt = 0; ubCnt < ubChances; ++ubCnt)
|
||||
{
|
||||
if (!is_networked)
|
||||
if ( ItemTransactionOccurs( bArmsDealerID, usItemIndex, DEALER_BUYING, fUsed ) )
|
||||
{
|
||||
if (ItemTransactionOccurs( bArmsDealerID, usItemIndex, DEALER_BUYING, fUsed))
|
||||
{
|
||||
ubNumBought++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ubNumBought++;
|
||||
++ubNumBought;
|
||||
}
|
||||
}
|
||||
|
||||
return( ubNumBought );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 HowManyItemsAreSold( INT8 bArmsDealerID, UINT16 usItemIndex, UINT8 ubNumInStock, BOOLEAN fUsed)
|
||||
{
|
||||
UINT8 ubNumSold;
|
||||
UINT8 ubCnt;
|
||||
|
||||
// items are now virtually "sold" one at a time
|
||||
ubNumSold = 0;
|
||||
UINT8 ubNumSold = 0;
|
||||
|
||||
for (ubCnt = 0; ubCnt < ubNumInStock; ubCnt++)
|
||||
for ( UINT8 ubCnt = 0; ubCnt < ubNumInStock; ++ubCnt)
|
||||
{
|
||||
if (ItemTransactionOccurs( bArmsDealerID, usItemIndex, DEALER_SELLING, fUsed))
|
||||
{
|
||||
ubNumSold++;
|
||||
++ubNumSold;
|
||||
}
|
||||
}
|
||||
|
||||
return( ubNumSold );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 HowManyItemsToReorder(UINT8 ubWanted, UINT8 ubStillHave)
|
||||
{
|
||||
UINT8 ubNumReordered = 0;
|
||||
@@ -1312,36 +1263,21 @@ UINT8 HowManyItemsToReorder(UINT8 ubWanted, UINT8 ubStillHave)
|
||||
return(ubNumReordered);
|
||||
}
|
||||
|
||||
|
||||
|
||||
int BobbyRayItemQsortCompare(const void *pArg1, const void *pArg2)
|
||||
{
|
||||
UINT16 usItem1Index;
|
||||
UINT16 usItem2Index;
|
||||
UINT8 ubItem1Quality;
|
||||
UINT8 ubItem2Quality;
|
||||
UINT16 usItem1Index = ( ( STORE_INVENTORY * ) pArg1 )->usItemIndex;
|
||||
UINT16 usItem2Index = ( ( STORE_INVENTORY * ) pArg2 )->usItemIndex;
|
||||
|
||||
usItem1Index = ( ( STORE_INVENTORY * ) pArg1 )->usItemIndex;
|
||||
usItem2Index = ( ( STORE_INVENTORY * ) pArg2 )->usItemIndex;
|
||||
|
||||
ubItem1Quality = ( ( STORE_INVENTORY * ) pArg1 )->ubItemQuality;
|
||||
ubItem2Quality = ( ( STORE_INVENTORY * ) pArg2 )->ubItemQuality;
|
||||
UINT8 ubItem1Quality = ( ( STORE_INVENTORY * ) pArg1 )->ubItemQuality;
|
||||
UINT8 ubItem2Quality = ( ( STORE_INVENTORY * ) pArg2 )->ubItemQuality;
|
||||
|
||||
return( CompareItemsForSorting( usItem1Index, usItem2Index, ubItem1Quality, ubItem2Quality ) );
|
||||
}
|
||||
|
||||
|
||||
int CompareItemsForSorting( UINT16 usItem1Index, UINT16 usItem2Index, UINT16 ubItem1Quality, UINT16 ubItem2Quality )
|
||||
{
|
||||
UINT8 ubItem1Category;
|
||||
UINT8 ubItem2Category;
|
||||
//UINT16 usItem1Price;
|
||||
//UINT16 usItem2Price;
|
||||
//UINT8 ubItem1Coolness;
|
||||
//UINT8 ubItem2Coolness;
|
||||
|
||||
ubItem1Category = GetDealerItemCategoryNumber( usItem1Index );
|
||||
ubItem2Category = GetDealerItemCategoryNumber( usItem2Index );
|
||||
UINT8 ubItem1Category = GetDealerItemCategoryNumber( usItem1Index );
|
||||
UINT8 ubItem2Category = GetDealerItemCategoryNumber( usItem2Index );
|
||||
|
||||
// lower category first
|
||||
if ( ubItem1Category < ubItem2Category )
|
||||
@@ -1470,15 +1406,11 @@ int CompareItemsForSorting( UINT16 usItem1Index, UINT16 usItem2Index, UINT16 ubI
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
|
||||
{
|
||||
UINT32 uiItemClass;
|
||||
UINT8 ubWeaponClass;
|
||||
UINT8 ubCategory = 0;
|
||||
|
||||
uiItemClass = Item[ usItemIndex ].usItemClass;
|
||||
UINT8 ubCategory = 0;
|
||||
UINT32 uiItemClass = Item[ usItemIndex ].usItemClass;
|
||||
|
||||
if ( usItemIndex < gMAXITEMS_READ && IsWeapon( usItemIndex ) )
|
||||
{
|
||||
@@ -1524,8 +1456,6 @@ UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex )
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN CanDealerItemBeSoldUsed( UINT16 usItemIndex )
|
||||
{
|
||||
// if ( !( Item[ usItemIndex ].fFlags & ITEM_DAMAGEABLE ) )
|
||||
|
||||
Reference in New Issue
Block a user