#include "CharProfile.h" #include "IMP MainPage.h" #include "IMP HomePage.h" #include "IMPVideoObjects.h" #include "Utilities.h" #include "Debug.h" #include "WordWrap.h" #include "Encrypted File.h" #include "cursors.h" #include "laptop.h" #include "IMP Compile Character.h" #include "soldier profile type.h" #include "IMP Text System.h" #include "IMP Confirm.h" #include "finances.h" #include "Soldier Profile.h" #include "Soldier Profile Type.h" #include "Soldier Control.h" #include "IMP Portraits.h" #include "Overhead.h" #include "finances.h" #include "history.h" #include "Game Clock.h" #include "email.h" #include "Game Event Hook.h" #include "LaptopSave.h" #include "strategic.h" #include "weapons.h" #include "Random.h" #include "GameVersion.h" #include "GameSettings.h" #include "IMP Gear.h" // added by Flugente #include "IMP Gear Entrance.h" // added by Flugente #include #include #include "Soldier Profile.h" #include "SaveLoadGame.h" // Changed by ADB (rev 1513) to resolve IMPs created prior to structural changes //#define IMP_FILENAME_SUFFIX ".dat" #define OLD_IMP_FILENAME_SUFFIX ".dat" #define NEW_IMP_FILENAME_SUFFIX ".dat2" //CHRISL: structure needed to store temporary inventory information during IMP creation typedef struct { UINT16 inv; UINT16 iSize; UINT32 iClass; UINT8 iStatus; UINT8 iNumber; } INVNODE; IMP_ITEM_CHOICE_TYPE gIMPItemChoices[MAX_IMP_ITEM_TYPES]; void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex ); void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeIndex ); UINT32 giIMPConfirmButton[ 2 ]; UINT32 giIMPConfirmButtonImage[ 2 ]; BOOLEAN fNoAlreadySelected = FALSE; IMP_VALUES gIMPValues[NUM_PROFILES]; /* UINT16 uiEyeXPositions[ ]={ 8, 9, 8, 6, 13, 11, 8, 8, 4, //208 5, //209 7, 5, //211 7, 11, 8, //214 5, }; UINT16 uiEyeYPositions[ ]= { 5, 4, 5, 6, 5, 5, 4, 4, 4, //208 5, 5, //210 7, 6, //212 5, 5, //214 6, }; UINT16 uiMouthXPositions[]= { 8, 9, 7, 7, 11, 10, 8, 8, 5, //208 6, 7, //210 6, 7, //212 9, 7, //214 5, }; UINT16 uiMouthYPositions[]={ 21, 23, 24, 25, 23, 24, 24, 24, 25, //208 24, 24, //210 26, 24, //212 23, 24, //214 26, }; */ BOOLEAN fLoadingCharacterForPreviousImpProfile = FALSE; void CreateConfirmButtons( void ); void DestroyConfirmButtons( void ); void GiveItemsToPC( UINT8 ubProfileId ); void MakeProfileInvItemThisSlot(MERCPROFILESTRUCT *pProfile, UINT32 uiPos, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany); INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany); // CHRISL: void RedistributeStartingItems(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 sPocket); void DistributeInitialGear(MERCPROFILESTRUCT *pProfile); INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv); INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv); INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass); INT32 PickPocket(MERCPROFILESTRUCT *pProfile, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap); // callbacks void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason ); void BtnIMPConfirmYes( GUI_BUTTON *btn,INT32 reason ); void EnterIMPConfirm( void ) { // create buttons CreateConfirmButtons( ); return; } void RenderIMPConfirm( void ) { // the background RenderProfileBackGround( ); // indent RenderAvgMercIndentFrame(90, 40 ); // highlight answer PrintImpText( ); return; } void ExitIMPConfirm( void ) { // destroy buttons DestroyConfirmButtons( ); return; } void HandleIMPConfirm( void ) { return; } void CreateConfirmButtons( void ) { // create buttons for confirm screen giIMPConfirmButtonImage[0]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 ); giIMPConfirmButton[0] = CreateIconAndTextButton( giIMPConfirmButtonImage[0], pImpButtonText[ 16 ], FONT12ARIAL, FONT_WHITE, DEFAULT_SHADOW, FONT_WHITE, DEFAULT_SHADOW, TEXT_CJUSTIFIED, LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 254 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmYes); giIMPConfirmButtonImage[1]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 ); giIMPConfirmButton[1] = CreateIconAndTextButton( giIMPConfirmButtonImage[ 1 ], pImpButtonText[ 17 ], FONT12ARIAL, FONT_WHITE, DEFAULT_SHADOW, FONT_WHITE, DEFAULT_SHADOW, TEXT_CJUSTIFIED, LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 314 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmNo); SetButtonCursor(giIMPConfirmButton[ 0 ], CURSOR_WWW); SetButtonCursor(giIMPConfirmButton[ 1 ], CURSOR_WWW); return; } void DestroyConfirmButtons( void ) { // destroy buttons for confirm screen RemoveButton(giIMPConfirmButton[ 0 ] ); UnloadButtonImage(giIMPConfirmButtonImage[ 0 ] ); RemoveButton(giIMPConfirmButton[ 1 ] ); UnloadButtonImage(giIMPConfirmButtonImage[ 1 ] ); return; } BOOLEAN AddCharacterToPlayersTeam( void ) { MERC_HIRE_STRUCT HireMercStruct; // last minute chage to make sure merc with right facehas not only the right body but body specific skills... // ie..small mercs have martial arts..but big guys and women don't don't HandleMercStatsForChangesInFace( ); memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT)); HireMercStruct.ubProfileID = ( UINT8 )( LaptopSaveInfo.iIMPIndex ) ; if( fLoadingCharacterForPreviousImpProfile == FALSE ) { // give them items GiveItemsToPC( HireMercStruct.ubProfileID ); } HireMercStruct.sSectorX = gsMercArriveSectorX; HireMercStruct.sSectorY = gsMercArriveSectorY; HireMercStruct.fUseLandingZoneForArrival = TRUE; HireMercStruct.fCopyProfileItemsOver = TRUE; // indefinite contract length HireMercStruct.iTotalContractLength = -1; HireMercStruct.ubInsertionCode = INSERTION_CODE_ARRIVING_GAME; HireMercStruct.uiTimeTillMercArrives = GetMercArrivalTimeOfDay( ); if ( gIMPValues[iPortraitNumber].PortraitId != 0 ) { SetProfileFaceData( HireMercStruct.ubProfileID, (UINT8)(gIMPValues[iPortraitNumber].PortraitId), gIMPValues[iPortraitNumber].uiEyeXPositions, gIMPValues[iPortraitNumber].uiEyeYPositions, gIMPValues[iPortraitNumber].uiMouthXPositions, gIMPValues[iPortraitNumber].uiMouthYPositions ); } //if we succesfully hired the merc if( !HireMerc( &HireMercStruct ) ) { return(FALSE); } return (TRUE); } void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason) { // btn callback for IMP Homepage About US button if (!(btn->uiFlags & BUTTON_ENABLED)) return; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags|=(BUTTON_CLICKED_ON); } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { if( btn->uiFlags & BUTTON_CLICKED_ON ) { // reset button btn->uiFlags&=~(BUTTON_CLICKED_ON); // Madd /* if( LaptopSaveInfo.fIMPCompletedFlag ) { // already here, leave return; } */ // SANDRO - changed to find the actual profile cost //if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE ) // silversurfer: We need to store the profile cost here because right now our new IMP doesn't occupy a slot yet. // However function iGetProfileCost() will already calculate price including that slot. We would charge too much money after the IMP is created below. INT32 iIMPCost = GetProfileCost(TRUE, FALSE); if( LaptopSaveInfo.iCurrentBalance < iIMPCost ) { // not enough return; } CreateACharacterFromPlayerEnteredStats( ); // line moved by CJC Nov 28 2002 to AFTER the check for money LaptopSaveInfo.fIMPCompletedFlag = TRUE; // charge the player // SANDRO - changed to find the actual profile cost //AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) ); AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( iIMPCost ) ); AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 ); AddCharacterToPlayersTeam( ); // write the created imp merc WriteOutCurrentImpCharacter( ( UINT8 )( LaptopSaveInfo.iIMPIndex ) ); fButtonPendingFlag = TRUE; iCurrentImpPage = IMP_HOME_PAGE; //Kaiden: Below is the Imp personality E-mail as it was. /* // send email notice //AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ),TYPE_EMAIL_NONE ); AddFutureDayStrategicEvent( EVENT_DAY2_ADD_EMAIL_FROM_IMP, 60 * 7, 0, 2 ); */ //Kaiden: And here is my Answer to the IMP E-mails only // profiling the last IMP made. You get the results immediately AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex, -1, TYPE_EMAIL_EMAIL_EDT); //RenderCharProfile( ); ResetCharacterStats(); //Display a popup msg box telling the user when and where the merc will arrive //DisplayPopUpBoxExplainingMercArrivalLocationAndTime( LaptopSaveInfo.iIMPIndex ); //reset the id of the last merc so we dont get the DisplayPopUpBoxExplainingMercArrivalLocationAndTime() pop up box in another screen by accident LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = -1; } } } // fixed? by CJC Nov 28 2002 void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason ) { // btn callback for IMP Homepage About US button if (!(btn->uiFlags & BUTTON_ENABLED)) return; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags|=(BUTTON_CLICKED_ON); } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { if( btn->uiFlags & BUTTON_CLICKED_ON ) { iCurrentImpPage = IMP_FINISH; /* LaptopSaveInfo.fIMPCompletedFlag = FALSE; ResetCharacterStats(); fButtonPendingFlag = TRUE; iCurrentImpPage = IMP_HOME_PAGE; */ /* if( fNoAlreadySelected == TRUE ) { // already selected no fButtonPendingFlag = TRUE; iCurrentImpPage = IMP_HOME_PAGE; } fNoAlreadySelected = TRUE; */ btn->uiFlags&=~(BUTTON_CLICKED_ON); } } } /* void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason ) { // btn callback for IMP Homepage About US button if (!(btn->uiFlags & BUTTON_ENABLED)) return; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags|=(BUTTON_CLICKED_ON); } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { if( btn->uiFlags & BUTTON_CLICKED_ON ) { LaptopSaveInfo.fIMPCompletedFlag = TRUE; if( fNoAlreadySelected == TRUE ) { // already selected no fButtonPendingFlag = TRUE; iCurrentImpPage = IMP_HOME_PAGE; } fNoAlreadySelected = TRUE; btn->uiFlags&=~(BUTTON_CLICKED_ON); } } } */ // SANDRO - improved this function //#define PROFILE_HAS_SKILL_TRAIT( p, t ) ( gGameOptions.fNewTraitSystem ? ((p->bSkillTrait == t) || (p->bSkillTrait2 == t) || (p->bSkillTrait3 == t)) : ((p->bSkillTrait == t) || (p->bSkillTrait2 == t))) #define PROFILE_HAS_SKILL_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 0 ) // DBrot: need a check for experts #define PROFILE_HAS_EXPERT_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 1 ) //CHRISL: New function to handle proper distribution of starting gear void DistributeInitialGear(MERCPROFILESTRUCT *pProfile) { INVNODE tInv[NUM_INV_SLOTS]; int i, j, number; UINT8 count = 0, length; int iOrder[NUM_INV_SLOTS]; INT32 iSlot; BOOLEAN iSet = FALSE; // First move profile information to temporary storage for(i=INV_START_POS; iinv[i] != NOTHING) { if((UsingNewInventorySystem() == true)) { if(Item[pProfile->inv[i]].ItemSize != gGameExternalOptions.guiOIVSizeNumber) //JMich { tInv[count].inv = pProfile->inv[i]; tInv[count].iSize = Item[pProfile->inv[i]].ItemSize; tInv[count].iClass = Item[pProfile->inv[i]].usItemClass; tInv[count].iStatus = (pProfile->bInvStatus[i] > 0) ? pProfile->bInvStatus[i] : 100; tInv[count].iNumber = (pProfile->bInvNumber[i] == 0) ? 1 :pProfile->bInvNumber[i]; count++; } pProfile->inv[i] = 0; pProfile->bInvStatus[i] = 0; pProfile->bInvNumber[i] = 0; } else { if(Item[pProfile->inv[i]].usItemClass == IC_LBEGEAR) { pProfile->inv[i] = 0; pProfile->bInvStatus[i] = 0; pProfile->bInvNumber[i] = 0; } } } } //Now that we've weeded out illegal items, skip the rest if we're in OldInv if((UsingNewInventorySystem() == false)) return; length = count; count = 0; // Next sort list by size for(j=gGameExternalOptions.guiMaxItemSize; j>=0; j--) //JMich { for(i=0; i 0) { iSlot = FirstFreeBigEnoughPocket (pProfile, &tInv[iOrder[i]]); if(iSlot != -1) { MakeProfileInvItemThisSlot(pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, tInv[iOrder[i]].iNumber); iSet = TRUE; number -= tInv[iOrder[i]].iNumber; tInv[iOrder[i]].iNumber = number; } else if(tInv[iOrder[i]].iNumber>1){ tInv[iOrder[i]].iNumber --; } else { iSet = FALSE; tInv[iOrder[i]].iNumber = number; number = 0; } } if(iSet) iOrder[i]=-1; } } // finish by putting anything that's left into any pocket, including inactive pockets for(i=0; ibInvNumber[iSlot] + 1 ); iSet = TRUE; } } if(iSet) iOrder[i] = -1; } } } INT32 GetEquippedGearCost( MERCPROFILESTRUCT *pProfile ) { INT32 cost = 0; for ( int i = INV_START_POS; iinv[i] != NOTHING ) { cost += pProfile->bInvNumber[i] * Item[pProfile->inv[i]].usPrice; } } return cost; } void GiveItemsToPC( UINT8 ubProfileId ) { MERCPROFILESTRUCT *pProfile; // gives starting items to merc // NOTE: Any guns should probably be from those available in regular gun set pProfile = &(gMercProfiles[ubProfileId]); // Flugente: if necessary, give us the gear we selected if ( IsIMPGearUsed() ) { GiveIMPSelectedGear( pProfile ); } else { // STANDARD EQUIPMENT // SANDRO - obsolete code deleted GiveIMPItems(pProfile, 100, IMP_DEFAULT); GiveIMPRandomItems(pProfile, IMP_RANDOMDEFAULT); // silversurfer: added sidearm selection GiveIMPRandomItems(pProfile, IMP_SIDEARM); GiveIMPItems (pProfile,pProfile->bWisdom,IMP_WISDOM); GiveIMPItems (pProfile,pProfile->bMarksmanship,IMP_MARKSMANSHIP); GiveIMPItems (pProfile,pProfile->bMedical,IMP_MEDICAL); GiveIMPItems (pProfile,pProfile->bMechanical,IMP_MECHANICAL); GiveIMPItems (pProfile,pProfile->bExplosive,IMP_EXPLOSIVE); GiveIMPItems (pProfile,pProfile->bAgility,IMP_AGILITY); GiveIMPItems (pProfile,pProfile->bDexterity,IMP_DEXTERITY); GiveIMPItems (pProfile,pProfile->bStrength,IMP_STRENGTH); GiveIMPItems (pProfile,pProfile->bLifeMax,IMP_HEALTH); GiveIMPItems (pProfile,pProfile->bLeadership,IMP_LEADERSHIP); // check for special skills ///////////////////////////////////////////////////////////////////// // Check for new traits - SANDRO // DBrot: experts get other stuff if ( gGameOptions.fNewTraitSystem ) { // MAJOR TRAITS if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPONS_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPONS_NT)) { GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPONS_NT )) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPONS_NT)) { GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SNIPER_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SNIPER_NT)) { GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP); } else { GiveIMPRandomItems(pProfile, IMP_SNIPER); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, RANGER_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, RANGER_NT)) { GiveIMPRandomItems(pProfile,IMP_RANGER_EXP); } else { GiveIMPRandomItems(pProfile, IMP_RANGER); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, GUNSLINGER_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, GUNSLINGER_NT)) { GiveIMPRandomItems(pProfile,IMP_GUNSLINGER_EXP); } else { GiveIMPRandomItems(pProfile, IMP_GUNSLINGER); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIAL_ARTS_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIAL_ARTS_NT)) { GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SQUADLEADER_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SQUADLEADER_NT)) { GiveIMPRandomItems(pProfile,IMP_SQUADLEADER_EXP); } else { GiveIMPRandomItems(pProfile, IMP_SQUADLEADER); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TECHNICIAN_NT) && ( iMechanical ) ) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TECHNICIAN_NT)) { GiveIMPRandomItems(pProfile,IMP_TECHNICIAN_EXP); } else { GiveIMPRandomItems(pProfile, IMP_TECHNICIAN); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DOCTOR_NT )) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, DOCTOR_NT)) { GiveIMPRandomItems(pProfile,IMP_DOCTOR_EXP); } else { GiveIMPRandomItems(pProfile, IMP_DOCTOR); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, COVERT_NT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, COVERT_NT)) { GiveIMPRandomItems(pProfile,IMP_COVERT_EXP); } else { GiveIMPRandomItems(pProfile, IMP_COVERT); } } // MINOR TRAITS if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AMBIDEXTROUS_NT)) { GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MELEE_NT)) { GiveIMPRandomItems(pProfile,IMP_MELEE); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_NT)) { GiveIMPRandomItems(pProfile,IMP_THROWING); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHT_OPS_NT)) { GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_NT)) { GiveIMPRandomItems(pProfile,IMP_STEALTHY); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ATHLETICS_NT)) { GiveIMPRandomItems(pProfile,IMP_ATHLETICS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, BODYBUILDING_NT)) { GiveIMPRandomItems(pProfile,IMP_BODYBUILDING); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DEMOLITIONS_NT)) { GiveIMPRandomItems(pProfile,IMP_DEMOLITIONS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_NT)) { GiveIMPRandomItems(pProfile,IMP_TEACHING); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SCOUTING_NT)) { GiveIMPRandomItems(pProfile,IMP_SCOUTING); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, RADIO_OPERATOR_NT)) { GiveIMPRandomItems(pProfile,IMP_RADIO_OPERATOR); } if ( PROFILE_HAS_SKILL_TRAIT( ubProfileId, SURVIVAL_NT ) ) { GiveIMPRandomItems( pProfile, IMP_SURVIVAL ); } } else { if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, LOCKPICKING_OT) && ( iMechanical ) ) { //MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, LOCKPICKING_OT)) { GiveIMPRandomItems(pProfile,IMP_LOCKPICKING_EXP); } else { GiveIMPRandomItems(pProfile, IMP_LOCKPICKING); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ELECTRONICS_OT) && ( iMechanical ) ) { //MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1); GiveIMPRandomItems(pProfile,IMP_ELECTRONICS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, CAMOUFLAGED_OT)) // TODO: Madd - other camouflage types, once we figure out a way to enable more traits { //MakeProfileInvItemAnySlot(pProfile, CAMOUFLAGEKIT, 100, 1); GiveIMPRandomItems(pProfile,IMP_CAMOUFLAGED); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AMBIDEXT_OT)) { //MakeProfileInvItemAnySlot(pProfile, M950, 100, 1); GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS); } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHTOPS_OT)) { // MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, NIGHTOPS_OT)) { GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_NIGHT_OPS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HANDTOHAND_OT)) { //MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HANDTOHAND_OT)) { GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_OT)) { // MakeProfileInvItemAnySlot(pProfile, THROWING_KNIFE, 100, 1); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, THROWING_OT)) { GiveIMPRandomItems(pProfile,IMP_THROWING_EXP); } else { GiveIMPRandomItems(pProfile, IMP_THROWING); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_OT)) { // MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 1); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, STEALTHY_OT)) { GiveIMPRandomItems(pProfile,IMP_STEALTHY_EXP); } else { GiveIMPRandomItems(pProfile, IMP_STEALTHY); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, KNIFING_OT)) { // MakeProfileInvItemAnySlot(pProfile, COMBAT_KNIFE, 100, 1); if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, KNIFING_OT)) { GiveIMPRandomItems(pProfile,IMP_MELEE_EXP); } else { GiveIMPRandomItems(pProfile, IMP_MELEE); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIALARTS_OT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIALARTS_OT)) { GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, PROF_SNIPER_OT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, PROF_SNIPER_OT)) { GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP); } else { GiveIMPRandomItems(pProfile, IMP_SNIPER); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_OT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TEACHING_OT)) { GiveIMPRandomItems(pProfile,IMP_TEACHING_EXP); } else { GiveIMPRandomItems(pProfile, IMP_TEACHING); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPS_OT)) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPS_OT)) { GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS); } } if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPS_OT )) { if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPS_OT)) { GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP); } else { GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS); } } } ///////////////////////////////////////////////////////////////////// } // CHRISL: Now that all items have been issued, distribute them into appropriate pockets, starting with the largest items DistributeInitialGear(pProfile); } void MakeProfileInvItemAnySlot(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany) { INT32 iSlot = -1; if((UsingNewInventorySystem() == false)) iSlot = FirstFreeBigEnoughPocket(pProfile, usItem, ubHowMany); else { // CHRISL: Alter the placement of initial equipment to come last. At this stage, just add items, one pocket at a time for(int i=INV_START_POS; iinv[i] == NOTHING) { iSlot = i; break; } } } if (iSlot == -1) { // no room, item not received return; } // put the item into that slot MakeProfileInvItemThisSlot(pProfile, iSlot, usItem, ubStatus, ubHowMany); } // CHRISL: New function to move initial gear into LBE pockets when LBE items are given during creation void RedistributeStartingItems(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 sPocket) { UINT16 lbeIndex, iSize; UINT8 lbeClass; UINT16 inv[NUM_INV_SLOTS], istatus[NUM_INV_SLOTS], inumber[NUM_INV_SLOTS]; lbeIndex = Item[usItem].ubClassIndex; lbeClass = LoadBearingEquipment[lbeIndex].lbeClass; // Move non-worn items into temporary storage for(int i=INV_START_POS; i=BODYPOSFINAL) { inv[i] = pProfile->inv[i]; istatus[i] = pProfile->bInvStatus[i]; inumber[i] = pProfile->bInvNumber[i]; pProfile->inv[i] = 0; pProfile->bInvStatus[i] = 0; pProfile->bInvNumber[i] = 0; } else { switch (i) { case HANDPOS: case SECONDHANDPOS: inv[i] = pProfile->inv[i]; istatus[i] = pProfile->bInvStatus[i]; inumber[i] = pProfile->bInvNumber[i]; pProfile->inv[i] = 0; pProfile->bInvStatus[i] = 0; pProfile->bInvNumber[i] = 0; break; default: inv[i] = 0; istatus[i] = 0; inumber[i] = 0; break; } } } // Redistribute stored items with the assumption of the new LBE item for(int i=INV_START_POS; iinv[j] == NONE && LBEPocketType[LoadBearingEquipment[lbeIndex].lbePocketIndex[icPocket[j]]].ItemCapacityPerSize[iSize] != NONE) { pProfile->inv[j] = inv[i]; pProfile->bInvStatus[j] = istatus[i]; pProfile->bInvNumber[j] = inumber[i]; inv[i] = istatus[i] = inumber[i] = 0; break; } } pProfile->inv[i] = inv[i]; pProfile->bInvStatus[i] = istatus[i]; pProfile->bInvNumber[i] = inumber[i]; inv[i] = istatus[i] = inumber[i] = 0; } } } // CHRISL: New function to work with LBE pockets INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass) { UINT8 lbePocket; if (ubHowMany == 1) { switch (usClass) { case IC_LBEGEAR: if(pProfile->inv[VESTPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==VEST_PACK) return VESTPOCKPOS; if(pProfile->inv[LTHIGHPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==THIGH_PACK) return LTHIGHPOCKPOS; if(pProfile->inv[RTHIGHPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==THIGH_PACK) return RTHIGHPOCKPOS; if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==COMBAT_PACK) { if(pProfile->inv[CPACKPOCKPOS]==NONE) { if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0) { //DBrot: changed to bitwise comparison if((pProfile->inv[BPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[BPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[BPACKPOCKPOS]==NONE) return CPACKPOCKPOS; } else if(pProfile->inv[BPACKPOCKPOS]==NONE) return CPACKPOCKPOS; } } if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==BACKPACK) { if(pProfile->inv[BPACKPOCKPOS]==NONE) { if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0) { //DBrot: changed to bitwise comparison if((pProfile->inv[CPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[CPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[CPACKPOCKPOS]==NONE) return BPACKPOCKPOS; } else if(pProfile->inv[CPACKPOCKPOS]==NONE) return BPACKPOCKPOS; } } break; case IC_ARMOUR: if ( pProfile->inv[HELMETPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_HELMET ) return HELMETPOS; if ( pProfile->inv[VESTPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_VEST ) return VESTPOS; if ( pProfile->inv[LEGPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS && !(Item[usItem].attachment)) return LEGPOS; break; case IC_BLADE: if ( pProfile->inv[KNIFEPOCKPOS] == NONE) return KNIFEPOCKPOS; break; /* CHRISL: This won't work without hard coding pocket definitions since there is no way to guarantee that the pocket definitions won't change. */ // case IC_BOMB: // for(int i=BIGPOCKSTART; iinv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==7) // TNT Pocket // if(pProfile->inv[i] == NONE) // return i; // } // break; // case IC_GRENADE: // for(int i=BIGPOCKSTART; iinv[i]==NONE && Item[usItem].ItemSize==16 && LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==12) // Rifle Grenade // return i; // else if(pProfile->inv[i]==NONE && LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==13) // Grenade // return i; // } // break; case IC_GUN: if ( pProfile->inv[HANDPOS] == NONE ) return HANDPOS; if ( pProfile->inv[SECONDHANDPOS] == NONE && !(Item[pProfile->inv[HANDPOS]].twohanded)) return SECONDHANDPOS; if((UsingNewInventorySystem() == true)) if ( pProfile->inv[GUNSLINGPOCKPOS] == NONE && pProfile->inv[BPACKPOCKPOS] == NONE && LBEPocketType[1].ItemCapacityPerSize[Item[usItem].ItemSize]!=0) return GUNSLINGPOCKPOS; for(int i=BIGPOCKSTART; iinv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]; if(pProfile->inv[i]==NONE && (lbePocket==6 || lbePocket==10) && LBEPocketType[lbePocket].ItemCapacityPerSize[Item[usItem].ItemSize]!=0) return i; } break; case IC_FACE: if ( pProfile->inv[HEAD1POS] == NONE && CompatibleFaceItem(usItem,pProfile->inv[HEAD2POS]) ) return HEAD1POS; if ( pProfile->inv[HEAD2POS] == NONE && CompatibleFaceItem(usItem,pProfile->inv[HEAD1POS]) ) return HEAD2POS; break; default: break; } } return(-1); } void MakeProfileInvItemThisSlot(MERCPROFILESTRUCT *pProfile, UINT32 uiPos, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany) { pProfile->inv[uiPos] = usItem; pProfile->bInvStatus[uiPos] = ubStatus; pProfile->bInvNumber[uiPos] = ubHowMany; } //INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass) INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv) { INT32 sPocket=-1, mPocket=-1, lPocket=-1; UINT8 sCapacity=0; UINT8 mCapacity=0; UINT8 lCapacity=0; UINT8 capacity=0; /*CHRISL: Make the assumption that by the time we get to this function, we've already activated all the pockets we're going to activate. LBE Items were all placed in SpecificFreePocket function which should activate everything. */ //Start with active big pockets sPocket=PickPocket(pProfile, SMALLPOCKSTART, SMALLPOCKFINAL, tInv->inv, tInv->iNumber, &sCapacity); //Next search active medium pockets mPocket=PickPocket(pProfile, MEDPOCKSTART, MEDPOCKFINAL, tInv->inv, tInv->iNumber, &mCapacity); //Lastly search active small pockets lPocket=PickPocket(pProfile, BIGPOCKSTART, BIGPOCKFINAL, tInv->inv, tInv->iNumber, &lCapacity); //Finally, compare the three pockets we've found and return the pocket that is most logical to use capacity = min(sCapacity, mCapacity); capacity = min(lCapacity, capacity); if(capacity == 254) { //no pocket found return -1; } else if(capacity == sCapacity) { return sPocket; } else if(capacity == mCapacity) { return mPocket; } else if(capacity == lCapacity) { return lPocket; } return(-1); } // CHRISL: Use to find best pocket to store item in. Could probably be merged with FitsInSmallPocket INT32 PickPocket(MERCPROFILESTRUCT *pProfile, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap) { UINT16 pIndex=0; INT32 pocket=0; UINT8 capacity=254; for(UINT32 uiPos=ppStart; uiPosinv[icLBE[uiPos]]==0){ pIndex=LoadBearingEquipment[Item[icDefault[uiPos]].ubClassIndex].lbePocketIndex[icPocket[uiPos]]; } else { pIndex=LoadBearingEquipment[Item[pProfile->inv[icLBE[uiPos]]].ubClassIndex].lbePocketIndex[icPocket[uiPos]]; } // Here's were we get complicated. We should look for the smallest pocket all items can fit in if(LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] >= iNumber && LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] < capacity && pProfile->inv[uiPos] == 0) { if((LBEPocketType[pIndex].pRestriction != 0 && (LBEPocketType[pIndex].pRestriction & Item[usItem].usItemClass)) || LBEPocketType[pIndex].pRestriction == 0) { capacity = LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize]; pocket = uiPos; } } } if(pocket!=0){ *cap=capacity; return pocket; } else{ *cap=254; return -1; } } INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany) { UINT32 uiPos; if (ubHowMany == 1) { // check body spots if ( pProfile->inv[HELMETPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_HELMET ) return HELMETPOS; if ( pProfile->inv[VESTPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_VEST ) return VESTPOS; if ( pProfile->inv[LEGPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS ) return LEGPOS; if ( pProfile->inv[HEAD1POS] == NONE && Item[usItem].usItemClass == IC_FACE && CompatibleFaceItem(usItem,pProfile->inv[HEAD2POS]) ) return HEAD1POS; if ( pProfile->inv[HEAD2POS] == NONE && Item[usItem].usItemClass == IC_FACE && CompatibleFaceItem(usItem,pProfile->inv[HEAD1POS]) ) return HEAD2POS; if ( pProfile->inv[HANDPOS] == NONE ) return HANDPOS; if ( pProfile->inv[SECONDHANDPOS] == NONE ) return SECONDHANDPOS; } // if it fits into a small pocket if (Item[usItem].ubPerPocket != 0) { // check small pockets first for (uiPos = SMALLPOCK1POS; uiPos <= SMALLPOCK8POS; uiPos++) { if (pProfile->inv[uiPos] == NONE) { return(uiPos); } } } // check large pockets for (uiPos = BIGPOCK1POS; uiPos <= BIGPOCK4POS; uiPos++) { if (pProfile->inv[uiPos] == NONE) { return(uiPos); } } return(-1); } // CHRISL: This function will place objects anywhere it can. It tries to use active pockets but will use any pocket as a last resort INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv) { INT32 iSlot; INT32 iPos; UINT16 iSize, lbeCap, usItem; iSlot = FirstFreeBigEnoughPocket (pProfile, tInv); if(iSlot != -1) return(iSlot); else { /* CHRISL: FAILSAFE: We can't find any active pockets to put this item. Rather then losing the item, put it in any pocket using old inventory method. Player can then manually resort items later. */ usItem = tInv->inv; iSize = Item[usItem].ubPerPocket; lbeCap = max(1, (iSize/2)); for(iPos = BIGPOCKSTART; iPos < NUM_INV_SLOTS; iPos ++) { if(iPos >= MEDPOCKFINAL && iSize > 0) return(-1); else { if(pProfile->inv[iPos] == NONE) return(iPos); else if(pProfile->inv[iPos] == usItem) { if((iPos < BIGPOCKFINAL && iSize >= (tInv->iNumber+1)) || (iPos >= BIGPOCKFINAL && lbeCap >= (tInv->iNumber+1))) { tInv->iNumber++; return(iPos); } } } } } return(-1); } void WriteOutCurrentImpCharacter( INT32 iProfileId ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: IMP.dat")); char zImpFileName[13]; strcpy(zImpFileName,IMP_MERC_FILENAME); // Changed by ADB, rev 1513, to resolve IMPs created prior to structural changes //strcat(zImpFileName,IMP_FILENAME_SUFFIX); strcat(zImpFileName,NEW_IMP_FILENAME_SUFFIX); WriteOutCurrentImpCharacter ( iProfileId, zImpFileName); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: Nickname.dat")); char zFileName[32]; if(vfs::Settings::getUseUnicode()) { strncpy(zFileName, vfs::String::as_utf8(gMercProfiles[iProfileId].zNickname,10).c_str(), 32); } else { vfs::String::narrow(gMercProfiles[iProfileId].zNickname, 10, zFileName, 32); } // Changed by ADB, rev 1513 //strcat(zFileName,IMP_FILENAME_SUFFIX); strcat(zFileName,NEW_IMP_FILENAME_SUFFIX); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: %s", zFileName)); WriteOutCurrentImpCharacter ( iProfileId, zFileName); } void WriteOutCurrentImpCharacter( INT32 iProfileId, STR fileName ) { // grab the profile number and write out what is contained there in HWFILE hFile; UINT32 uiBytesWritten = 0; // open the file for writing DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: %s", fileName)); hFile = FileOpen(fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE); // ADB we need to indicate that we have saved under the new format int nine = 9999; if (!FileWrite(hFile, &nine, sizeof( INT32 ), &uiBytesWritten)) { if (hFile) FileClose(hFile); return; } int version = SAVE_GAME_VERSION; if (!FileWrite(hFile, &version, sizeof( INT32 ), &uiBytesWritten)) { if (hFile) FileClose(hFile); return; } // write out the profile id if (!FileWrite(hFile, &iProfileId, sizeof( INT32 ), &uiBytesWritten)) { if (hFile) FileClose(hFile); return; } // write out the portrait id if (!FileWrite(hFile, &iPortraitNumber, sizeof( INT32 ), &uiBytesWritten)) { if (hFile) FileClose(hFile); return; } // write out the profile itself if ( !gMercProfiles[ iProfileId ].Save(hFile) ) { if (hFile) FileClose(hFile); return; } // close file if (hFile) FileClose(hFile); return; } BOOLEAN ImpExists ( STR nickName ) { // Changed by ADB, rev 1513, to resolve IMPs created prior to structural changes char zFileName[32]; strcpy(zFileName,nickName); //strcat(zFileName,IMP_FILENAME_SUFFIX); strcat(zFileName,OLD_IMP_FILENAME_SUFFIX); //DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %s", zFileName)); //DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %d", FileExistsNoDB(zFileName) )); BOOLEAN oldExists = FileExistsNoDB(zFileName); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("OLD ImpExists: %s", zFileName)); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("OLD ImpExists: %d", oldExists )); //return FileExistsNoDB(zFileName); strcpy(zFileName,nickName); strcat(zFileName,NEW_IMP_FILENAME_SUFFIX); BOOLEAN newExists = FileExistsNoDB(zFileName); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("NEW ImpExists: %s", zFileName)); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("NEW ImpExists: %d", newExists )); return (oldExists || newExists); } BOOLEAN LoadImpCharacter( STR nickName ) { INT32 iProfileId = 0; HWFILE hFile; UINT32 uiBytesRead = 0; char zFileName[32]; //ADB first try to load the new kind strcpy(zFileName,nickName); //strcat(zFileName,IMP_FILENAME_SUFFIX); strcat(zFileName,NEW_IMP_FILENAME_SUFFIX); // open the file for reading hFile = FileOpen(zFileName, FILE_ACCESS_READ, FALSE); // valid file? if( !hFile ) { //DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); //return FALSE; //if the new kind doesn't exist, load the old kind strcpy(zFileName,nickName); strcat(zFileName,OLD_IMP_FILENAME_SUFFIX); // open the file for reading hFile = FileOpen(zFileName, FILE_ACCESS_READ, FALSE); // valid file? if( !hFile ) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } } // read in the profile if (!FileRead(hFile, &iProfileId, sizeof( INT32 ), &uiBytesRead)) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } int version = SAVE_GAME_VERSION; bool isOldVersion = true; if (iProfileId == 9999) { //ADB if we saved under the original version, then iProfileId is some low number //if we saved under the new version, then it's 9999, and we need to know what version it was saved under isOldVersion = false; //load the version, atm not used if (!FileRead(hFile, &version, sizeof( INT32 ), &uiBytesRead)) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } //load the REAL iProfileId if (!FileRead(hFile, &iProfileId, sizeof( INT32 ), &uiBytesRead)) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } } // read in the portrait if (!FileRead(hFile, &iPortraitNumber ,sizeof( INT32 ), &uiBytesRead)) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } // Set the ID of the new IMP iProfileId = GetFreeIMPSlot(iProfileId); // We can create the new imp, beacuse we found an empty slot if (iProfileId != -1) { LaptopSaveInfo.iIMPIndex = iProfileId; // anv: before loading profile we need to set guiCurrentSaveGameVersion to profile's version // and set it back to SAVE_GAME_VERSION right after or else new saves will be broken! guiCurrentSaveGameVersion = version; if ( !gMercProfiles[ iProfileId ].Load(hFile, isOldVersion, false, false) ) { guiCurrentSaveGameVersion = SAVE_GAME_VERSION; DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } /// Flugente: until the introduction of a separate variable for the voiceset, the voice was identical with the slot if ( guiCurrentSaveGameVersion < SEPARATE_VOICESETS ) { gMercProfiles[iProfileId].usVoiceIndex = iProfileId; } // Flugente: if this is an older savefile, load from separate structure if ( guiCurrentSaveGameVersion < PROFILETYPE_STORED ) { gMercProfiles[iProfileId].Type = gProfileType[iProfileId]; } guiCurrentSaveGameVersion = SAVE_GAME_VERSION; // close file FileClose(hFile); //CHRISL: At this point, we need to resort profile inventory so that NewInv items don't accidentally appear in OldInv DistributeInitialGear(&gMercProfiles[iProfileId]); // silversurfer: Store current IMP cost. Function iGetProfileCost() already takes the new slot into account. // If we create the IMP first we would charge too much. INT32 iIMPCost = GetProfileCost(FALSE, TRUE); // Flugente: as we do not store the cost of the gear in the IMP file, we have to determine the cost here iIMPCost += max(0, GetEquippedGearCost( &gMercProfiles[iProfileId] ) - gGameExternalOptions.iIMPProfileCost ); // Changed to find actual IMP cost - SANDRO if( LaptopSaveInfo.iCurrentBalance < iIMPCost ) { DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 3 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); // not enough return FALSE; } /* //new camo face if ( gGameExternalOptions.fShowCamouflageFaces == TRUE ) { gCamoFace[iProfileId].gCamoface = TRUE; gCamoFace[iProfileId].gUrbanCamoface = FALSE; gCamoFace[iProfileId].gDesertCamoface = FALSE; gCamoFace[iProfileId].gSnowCamoface = FALSE; } */ // charge the player // is the character male? fCharacterIsMale = ( gMercProfiles[ iProfileId ].bSex == MALE ); fLoadingCharacterForPreviousImpProfile = TRUE; // Changed to find actual IMP cost - SANDRO AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( iIMPCost ) ); AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 ); LaptopSaveInfo.iIMPIndex = iProfileId; AddCharacterToPlayersTeam( ); // WANNE: Email is sent immediatly after the imp was created. So no need to send it later again //AddFutureDayStrategicEvent( EVENT_DAY2_ADD_EMAIL_FROM_IMP, 60 * 7, 0, 2 ); LaptopSaveInfo.fIMPCompletedFlag = TRUE; fPausedReDrawScreenFlag = TRUE; fLoadingCharacterForPreviousImpProfile = FALSE; return TRUE; } else { // close file FileClose(hFile); // WDS: Allow flexible numbers of IMPs of each sex // note: check this // You cannot have more than 3 I.M.P characters with the same gender on your team. DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 9 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL); return FALSE; } } void ResetIMPCharactersEyesAndMouthOffsets( UINT8 ubMercProfileID ) { // ATE: Check boundary conditions! /* if( ( ( gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ) > MAX_NEW_IMP_PORTRAITS ) || ( ubMercProfileID >= PROF_HUMMER ) ) // 16 { return; } */ gMercProfiles[ubMercProfileID].usEyesX = gIMPValues[gMercProfiles[ubMercProfileID].ubFaceIndex].uiEyeXPositions; gMercProfiles[ubMercProfileID].usEyesY = gIMPValues[gMercProfiles[ubMercProfileID].ubFaceIndex].uiEyeYPositions; gMercProfiles[ubMercProfileID].usMouthX = gIMPValues[gMercProfiles[ubMercProfileID].ubFaceIndex].uiMouthXPositions; gMercProfiles[ubMercProfileID].usMouthY = gIMPValues[gMercProfiles[ubMercProfileID].ubFaceIndex].uiMouthYPositions; } void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex ) { ///////////////////////////////////////////////////////////////////// // SANDRO - I've changed this formula a bit, <- me too - silversurfer // now it should not take the same choice twice ///////////////////////////////////////////////////////////////////// DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d",typeIndex )); UINT16 usItem = 0; INT32 iChoice; UINT8 ubValidChoices = 0; UINT8 ubNumChoices = gIMPItemChoices[ typeIndex ].ubChoices; UINT8 ubNumItemsToGive = 0; BOOLEAN ubItemsGiven[ 50 ]={FALSE}; // check how many legal items are in the choices list, this is to prevent infinite loop for ( UINT8 cnt=0; cnt < ubNumChoices; ++cnt ) { usItem = gIMPItemChoices[ typeIndex ].bItemNo[ cnt ]; // allow guns no matter if Tons of Guns was selected so the merc doesn't have to start without a weapon if ( ItemIsLegal(usItem) || Item[usItem].usItemClass == IC_GUN ) ++ubValidChoices; } // if no valid items found, bail out if ( ubValidChoices <= 0 ) return; // define how many items we get if ( ubValidChoices < gIMPItemChoices[typeIndex].ubNumItems ) // if there are less legal items than the number we should get, we only get the number of legal items ubNumItemsToGive = ubValidChoices; else // give us the maximum possible ubNumItemsToGive = gIMPItemChoices[typeIndex].ubNumItems; for ( int i=0; i < ubNumItemsToGive; ++i ) { usItem = 0; while (usItem == 0 ) { iChoice = Random( ubNumChoices ); usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ]; // is this legal and we don't have it already? if ( (ItemIsLegal(usItem) || Item[usItem].usItemClass == IC_GUN) && !ubItemsGiven[iChoice] ) ubItemsGiven[iChoice] = TRUE; else usItem=0; } DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d, usItem = %d ",typeIndex, usItem )); if ( usItem > 0 ) MakeProfileInvItemAnySlot(pProfile,usItem,100,1); // give ammo for guns Assert( usItem < gMAXITEMS_READ ); if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher ) { usItem = DefaultMagazine(usItem); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: give ammo typeIndex = %d, usItem = %d ",typeIndex, usItem )); MakeProfileInvItemAnySlot(pProfile,usItem,100,(1+Random(1))); } // give launchables for launchers if ( Item[usItem].usItemClass == IC_LAUNCHER ) { usItem = PickARandomLaunchable(usItem); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: give launchable typeIndex = %d, usItem = %d",typeIndex, usItem )); MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2))); } } } void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeIndex ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: typeIndex = %d, abilityValue = %d",typeIndex,abilityValue )); UINT16 usItem = 0; INT32 iChoice; if ( gIMPItemChoices[ typeIndex ].ubChoices <= 0 ) return; iChoice = (UINT32) (abilityValue / (100 / gIMPItemChoices[ typeIndex ].ubChoices)) ; if ( iChoice >= gIMPItemChoices[ typeIndex ].ubChoices ) iChoice = gIMPItemChoices[ typeIndex ].ubChoices - 1; DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: 1 iChoice = %d",iChoice)); for ( int i=0; i < gIMPItemChoices[typeIndex].ubNumItems ;i++ ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: 2 iChoice = %d",iChoice)); usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ]; DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: typeIndex = %d, usItem = %d, iChoice = %d, abilityValue = %d",typeIndex, usItem,iChoice, abilityValue )); //CHRISL: Let "illegal" guns be allowed so we don't have to worry about an IMP failing to start with a weapon simply // because Tons of Guns was not selected. if ( usItem > 0 && (ItemIsLegal(usItem) || Item[usItem].usItemClass == IC_GUN)) { MakeProfileInvItemAnySlot(pProfile,usItem,100,1); // give ammo for guns if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher ) { usItem = DefaultMagazine(usItem); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: give ammo typeIndex = %d, usItem = %d",typeIndex, usItem )); MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2))); } // give launchables for launchers if ( Item[usItem].usItemClass == IC_LAUNCHER ) { usItem = PickARandomLaunchable(usItem); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: give launchable typeIndex = %d, usItem = %d",typeIndex, usItem )); MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2))); } } iChoice--; if (iChoice < 0) iChoice = 0; } } // SANDRO - Function to determine actual cost of profile INT32 GetProfileCost( BOOLEAN aWithGearCost, BOOLEAN profileSlotAllocated ) { // Flugente: aditional imp gear cost INT32 impgearcost = aWithGearCost ? GetIMPGearCost() : 0; INT32 impProfileCost = gGameExternalOptions.iIMPProfileCost; if (gGameExternalOptions.fDynamicIMPProfileCost) { // sun_alf: if the IMP profile already occupies a slot, CountFilledIMPSlots() return the number we want to multiply on, // but if a slot is not allocated still, we need to add 1 to get the correct price in advance. impProfileCost *= profileSlotAllocated ? CountFilledIMPSlots() : CountFilledIMPSlots() + 1; } return impProfileCost + impgearcost; }