Files
source/Laptop/IMP Minor Trait.cpp
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00

1076 lines
29 KiB
C++

#include "IMP Minor Trait.h"
#include "IMP Skill Trait.h"
#include "Button System.h"
#include "utilities.h"
#include "Debug.h"
#include "Text.h"
#include "Font Control.h"
#include "font.h"
#include "laptop.h"
#include "cursors.h"
#include "IMP MainPage.h"
#include "IMPVideoObjects.h"
#include "_Ja25EnglishText.h"
#include "wordwrap.h"
#include "CharProfile.h"
#include "soldier profile type.h"
#include "IMP Compile Character.h"
#include "GameSettings.h"
#include "personnel.h" // added by Flugente
//*******************************************************************
//
// Local Defines
//
//*******************************************************************
#define IMP_MINOR_TRAIT__TITLE_FONT FONT14ARIAL
#define IMP_MINOR_TRAIT__FONT FONT12ARIAL
#define IMP_MINOR_TRAIT__COLOR FONT_MCOLOR_WHITE
#define IMP_MINOR_TRAIT__LEFT_COLUMN_START_X ( LAPTOP_SCREEN_UL_X + 15 )
#define IMP_MINOR_TRAIT__LEFT_COLUMN_START_Y ( LAPTOP_SCREEN_WEB_UL_Y + 40 )
#define IMP_MINOR_TRAIT__RIGHT_COLUMN_START_X ( IMP_MINOR_TRAIT__LEFT_COLUMN_START_X + 241 )
#define IMP_MINOR_TRAIT__RIGHT_COLUMN_START_Y IMP_MINOR_TRAIT__LEFT_COLUMN_START_Y
#define IMP_MINOR_TRAIT__SPACE_BTN_BUTTONS ( 38 + 5 )
#define IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL 5
#define IMP_MINOR_TRAIT__NONE_BTN_LOC_X ( LAPTOP_SCREEN_UL_X + 136 )
#define IMP_MINOR_TRAIT__NONE_BTN_LOC_Y ( LAPTOP_SCREEN_WEB_UL_Y + 306 )
#define IMP_MINOR_TRAIT__TEXT_OFFSET_X 65
#define IMP_MINOR_TRAIT__TEXT_OFFSET_Y 12
#define IMP_MINOR_TRAIT__TITLE_X LAPTOP_SCREEN_UL_X - 111
#define IMP_MINOR_TRAIT__GREY_BOX_OFFSET_X 5
#define IMP_MINOR_TRAIT__GREY_BOX_OFFSET_Y 7
// Flugente: Due to the unfortunate nature of our enums, they do not match the trait numbers. We thus have to remap them when obtining their description
UINT8 gusNewMinorTraitRemap[IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS] =
{
AMBIDEXTROUS_NT, // IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS
MELEE_NT, // IMP_SKILL_TRAITS_NEW_MELEE
THROWING_NT, // IMP_SKILL_TRAITS_NEW_THROWING
NIGHT_OPS_NT, // IMP_SKILL_TRAITS_NEW_NIGHT_OPS
STEALTHY_NT, // IMP_SKILL_TRAITS_NEW_STEALTHY
ATHLETICS_NT, // IMP_SKILL_TRAITS_NEW_ATHLETICS
BODYBUILDING_NT, // IMP_SKILL_TRAITS_NEW_BODYBUILDING
DEMOLITIONS_NT, // IMP_SKILL_TRAITS_NEW_DEMOLITIONS
TEACHING_NT, // IMP_SKILL_TRAITS_NEW_TEACHING
SCOUTING_NT, // IMP_SKILL_TRAITS_NEW_SCOUTING
RADIO_OPERATOR_NT, // IMP_SKILL_TRAITS_NEW_RADIO_OPERATOR
SURVIVAL_NT, // IMP_SKILL_TRAITS_NEW_SURVIVAL
NO_SKILLTRAIT_NT, // IMP_SKILL_TRAITS_NEW_MINOR_NONE
};
//*******************************************************************
//
// Global Variables
//
//*******************************************************************
BOOLEAN gfIMT_Redraw=FALSE;
BOOLEAN gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
// these are the buttons for the questions
INT32 giIMPMinorTraitAnswerButton[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
INT32 giIMPMinorTraitAnswerButtonImage[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ];
// this is the Done buttons
INT32 giIMPMinorlTraitFinsihButton;
INT32 giIMPMinorlTraitFinsihButtonImage;
INT8 gbLastSelectedMinorTrait[ NUM_MINOR_TRAITS ];
//image handle
UINT32 guiIMT_GreyGoldBox;
MOUSE_REGION gMR_MinorTraitHelpTextRegions[IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS];
//*******************************************************************
//
// Function Prototypes
//
//*******************************************************************
void BtnIMPMinorTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason);
void BtnIMPMinorTraitFinishCallback(GUI_BUTTON *btn,INT32 reason);
void AddIMPMinorTraitButtons();
void HandleMinorTraitButtonStates( );
void HandleIMPMinorTraitAnswers( UINT32 uiSkillPressed );
void IMPMinorTraitDisplaySkills();
BOOLEAN CameBackToMinorTraitPageButNotFinished();
void HandleLastSelectedMinorTrait( INT8 bNewTrait );
INT8 GetLastSelectedMinorTrait( void );
INT8 NumAvailableMinorTraits();
//ppp
//*******************************************************************
//
// Functions
//
//*******************************************************************
void EnterIMPMinorTrait( void )
{
UINT8 ubCnt;
// UINT32 ubCnt;
VOBJECT_DESC VObjectDesc;
//add the skill trait buttons
AddIMPMinorTraitButtons();
// load the stats graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("LAPTOP\\SkillTraitSmallGreyIdent.sti", VObjectDesc.ImageFile);
if( !AddVideoObject(&VObjectDesc, &guiIMT_GreyGoldBox ) )
{
Assert( 0 );
return;
}
giIMPMinorlTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
giIMPMinorlTraitFinsihButton = CreateIconAndTextButton( giIMPMinorlTraitFinsihButtonImage, pImpButtonText[ 24 ], FONT12ARIAL,
FONT_WHITE, DEFAULT_SHADOW,
FONT_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPMinorTraitFinishCallback );
SetButtonCursor( giIMPMinorlTraitFinsihButton, CURSOR_WWW);
//if we are not DONE and are just reviewing
if( iCurrentProfileMode != IMP__FINISH )
{
for (ubCnt = 0; ubCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; ubCnt++ )
{
gfMinorTraitQuestions[ ubCnt ] = FALSE;
}
//Have the NONE trait initially selected
gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = TRUE;
}
HandleMinorTraitButtonStates( );
// add regions for help texts
UINT16 usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X + 62;
UINT16 usPosY = IMP_MINOR_TRAIT__LEFT_COLUMN_START_Y + 8;
for( ubCnt=0; ubCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; ubCnt++ )
{
MSYS_DefineRegion( &gMR_MinorTraitHelpTextRegions[ubCnt], ( usPosX ), ( usPosY ),
(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, NULL );
MSYS_AddRegion( &gMR_MinorTraitHelpTextRegions[ubCnt] );
//Determine the next x location
if( ubCnt < IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X + 62;
else
usPosX = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_X + 62;
//Determine the next Y location
if( ubCnt == IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosY = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_Y + 8;
else
usPosY += IMP_MINOR_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( ubCnt == IMP_SKILL_TRAITS_NEW_MINOR_NONE-1 )
{
usPosX = IMP_MINOR_TRAIT__NONE_BTN_LOC_X + 62;
usPosY = IMP_MINOR_TRAIT__NONE_BTN_LOC_Y + 8;
}
}
//reset last selected trait
memset( gbLastSelectedMinorTrait, -1, NUM_MINOR_TRAITS );
}
void RenderIMPMinorTrait( void )
{
//render the metal background graphic
RenderProfileBackGround();
IMPMinorTraitDisplaySkills();
}
void ExitIMPMinorTrait( void )
{
INT32 iCnt;
DeleteVideoObjectFromIndex( guiIMT_GreyGoldBox );
//remove the skill buttons
for(iCnt = 0; iCnt < IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; iCnt++)
{
//if there is a button allocated
if( giIMPMinorTraitAnswerButton[iCnt] != -1 )
{
RemoveButton(giIMPMinorTraitAnswerButton[ iCnt ] );
UnloadButtonImage(giIMPMinorTraitAnswerButtonImage[ iCnt ] );
}
MSYS_RemoveRegion( &gMR_MinorTraitHelpTextRegions[iCnt] );
}
RemoveButton( giIMPMinorlTraitFinsihButton );
UnloadButtonImage( giIMPMinorlTraitFinsihButtonImage );
}
void HandleIMPMinorTrait( void )
{
if( gfIMT_Redraw )
{
RenderIMPMinorTrait( );
gfIMT_Redraw = FALSE;
}
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
}
void AddIMPMinorTraitButtons()
{
INT32 iCnt = 0;
UINT16 usPosX, usPosY;
usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X;
usPosY = IMP_MINOR_TRAIT__LEFT_COLUMN_START_Y;
for(iCnt = 0; iCnt < IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; iCnt++)
{
//reset
giIMPMinorTraitAnswerButton[iCnt] = -1;
//if we are not DONE and are just reviewing
if( iCurrentProfileMode != IMP__FINISH )
{
gfMinorTraitQuestions[ iCnt ] = FALSE;
}
if( iCnt == 0 )
giIMPMinorTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_6.sti", -1,0,-1,1,-1 );
else
giIMPMinorTraitAnswerButtonImage[ iCnt ] = UseLoadedButtonImage( giIMPMinorTraitAnswerButtonImage[ 0 ], -1,0,-1,1,-1 );
giIMPMinorTraitAnswerButton[iCnt] = QuickCreateButton( giIMPMinorTraitAnswerButtonImage[ iCnt ], usPosX, usPosY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CALLBACK, (GUI_CALLBACK)BtnIMPMinorTraitAnswerCallback);
//Set the button data
MSYS_SetBtnUserData( giIMPMinorTraitAnswerButton[iCnt], 0, iCnt );
SetButtonCursor( giIMPMinorTraitAnswerButton[iCnt], CURSOR_WWW);
//Determine the next x location
if( iCnt < IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X;
else
usPosX = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_X;
//Determine the next Y location
if( iCnt == IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosY = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_Y;
else
usPosY += IMP_MINOR_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( iCnt == IMP_SKILL_TRAITS_NEW_MINOR_NONE-1 )
{
usPosX = IMP_MINOR_TRAIT__NONE_BTN_LOC_X;
usPosY = IMP_MINOR_TRAIT__NONE_BTN_LOC_Y;
}
}
}
void BtnIMPMinorTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason)
{
// btn callback for IMP personality quiz answer button
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
// btn->uiFlags|=(BUTTON_CLICKED_ON);
if( NumAvailableMinorTraits() > 0 )
{
INT32 iMinorTrait = MSYS_GetBtnUserData( btn, 0 );
HandleIMPMinorTraitAnswers( iMinorTrait );
}
else
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 12 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
}
void HandleIMPMinorTraitAnswers( UINT32 uiSkillPressed )
{
UINT32 uiCnt;
//if we are DONE and are just reviewing
if( iCurrentProfileMode == IMP__FINISH )
{
return;
}
//make sure its a valid skill
if( uiSkillPressed >= IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS )
{
Assert( 0 );
return;
}
//if its allready set
if( gfMinorTraitQuestions[ uiSkillPressed ] && uiSkillPressed != IMP_SKILL_TRAITS_NEW_MINOR_NONE )
{
gfMinorTraitQuestions[ uiSkillPressed ] = FALSE;
BOOLEAN fNoSkillSelected = TRUE;
for ( uiCnt=0; uiCnt<(IMP_SKILL_TRAITS_NEW_MINOR_NONE); uiCnt++ )
{
if ( gfMinorTraitQuestions[ uiCnt ] == TRUE )
fNoSkillSelected = FALSE;
}
if ( fNoSkillSelected )
{
// select NONE button
gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = TRUE;
}
}
else
{
//if we are to reset all the buttons
if( CountNumMinorTraitsSelected( FALSE ) >= NumAvailableMinorTraits() )
{
// try to remove the last selected minor trait
if ( gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] > 0 )
{
gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] = FALSE;
// remove this one from list
HandleLastSelectedMinorTrait( -1 );
}
// if there is none, remove all for sure
else
{
//loop through all the skill and reset them
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
{
gfMinorTraitQuestions[ uiCnt ] = FALSE;
}
}
}
//Set the skill
gfMinorTraitQuestions[ uiSkillPressed ] = TRUE;
HandleLastSelectedMinorTrait( uiSkillPressed );
//if the NONE trait was selected, clear the rest of the buttons
if( uiSkillPressed == IMP_SKILL_TRAITS_NEW_MINOR_NONE )
{
//reset all the traits
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
{
gfMinorTraitQuestions[ uiCnt ] = FALSE;
}
gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = TRUE;
}
//make sure the none skill is NOT selected if we select anything else
if( uiSkillPressed != IMP_SKILL_TRAITS_NEW_MINOR_NONE )
{
gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = FALSE;
}
}
//Play the button sound
if( gfMinorTraitQuestions[ uiSkillPressed ] )
{
PlayButtonSound( giIMPMinorTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_ON );
}
else
{
PlayButtonSound( giIMPMinorTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_OFF );
}
//update buttons
HandleMinorTraitButtonStates( );
//redraw the screen
gfIMT_Redraw = TRUE;
}
void HandleMinorTraitButtonStates( )
{
UINT32 uiCnt;
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
{
//if the skill is selected ( ie depressed )
if( gfMinorTraitQuestions[ uiCnt ] )
{
ButtonList[ giIMPMinorTraitAnswerButton[ uiCnt ] ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ giIMPMinorTraitAnswerButton[ uiCnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
}
}
}
void IMPMinorTraitDisplaySkills()
{
UINT32 uiCnt;
UINT16 usPosX, usPosY;
UINT16 usBoxPosX, usBoxPosY;
HVOBJECT hImageHandle;
//Display the title
DrawTextToScreen( gzIMPSkillTraitsTextNewMinor[ IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS ], IMP_MINOR_TRAIT__TITLE_X, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, IMP_MINOR_TRAIT__TITLE_FONT, IMP_MINOR_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
// Stats
GetVideoObject(&hImageHandle, guiIMT_GreyGoldBox );
usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X + IMP_MINOR_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_MINOR_TRAIT__LEFT_COLUMN_START_Y + IMP_MINOR_TRAIT__TEXT_OFFSET_Y;
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; ++uiCnt )
{
usBoxPosX = usPosX - IMP_MINOR_TRAIT__GREY_BOX_OFFSET_X;
usBoxPosY = usPosY - IMP_MINOR_TRAIT__GREY_BOX_OFFSET_Y;
//if the trait is selected
if( gfMinorTraitQuestions[ uiCnt ] )
{
//Display the gold background box
BltVideoObject(FRAME_BUFFER, hImageHandle, 1, usBoxPosX, usBoxPosY, VO_BLT_SRCTRANSPARENCY,NULL);
}
else
{
//Display the grey background box
BltVideoObject(FRAME_BUFFER, hImageHandle, 0,usBoxPosX, usBoxPosY, VO_BLT_SRCTRANSPARENCY,NULL);
}
//draw the text to the screenx
DrawTextToScreen( gzIMPSkillTraitsTextNewMinor[ uiCnt ], usPosX, usPosY, 0, IMP_MINOR_TRAIT__FONT, IMP_MINOR_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
CHAR16 apStr[5000];
swprintf( apStr, L"" );
AssignPersonnelSkillTraitHelpText( gusNewMinorTraitRemap[uiCnt], FALSE, FALSE, apStr );
// Set region help text
SetRegionFastHelpText( &(gMR_MinorTraitHelpTextRegions[uiCnt]), apStr );
SetRegionHelpEndCallback( &gMR_MinorTraitHelpTextRegions[uiCnt], MSYS_NO_CALLBACK );
//Determine the next x location
if( uiCnt < IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosX = IMP_MINOR_TRAIT__LEFT_COLUMN_START_X + IMP_MINOR_TRAIT__TEXT_OFFSET_X;
else
usPosX = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_X + IMP_MINOR_TRAIT__TEXT_OFFSET_X;
//Determine the next Y location
if( uiCnt == IMP_MINOR_TRAIT__TRAITS_TO_START_RIGHT_COL )
usPosY = IMP_MINOR_TRAIT__RIGHT_COLUMN_START_Y + IMP_MINOR_TRAIT__TEXT_OFFSET_Y;
else
usPosY += IMP_MINOR_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( uiCnt == IMP_SKILL_TRAITS_NEW_MINOR_NONE-1 )
{
usPosX = IMP_MINOR_TRAIT__NONE_BTN_LOC_X + IMP_MINOR_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_MINOR_TRAIT__NONE_BTN_LOC_Y + IMP_MINOR_TRAIT__TEXT_OFFSET_Y;
}
}
}
void BtnIMPMinorTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
{
// btn callback for IMP personality quiz answer button
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
// Flugente: setting determines whether we see the background page
if ( UsingBackGroundSystem() )
{
iCurrentImpPage = IMP_BACKGROUND;
fButtonPendingFlag = TRUE;
}
//if we are just reviewing the page
else if( iCurrentProfileMode == IMP__FINISH )
{
//go back to the done screen
iCurrentImpPage = IMP_FINISH;
}
else
{
iCurrentImpPage = IMP_MAIN_PAGE;
fButtonPendingFlag = TRUE;
if( CameBackToMinorTraitPageButNotFinished() )
{
}
else
{
//We are finished on this page
iCurrentProfileMode = IMP__ATTRIBUTES;
}
}
}
}
BOOLEAN CameBackToMinorTraitPageButNotFinished()
{
//if we are in a page that comes after this one
if( iCurrentProfileMode == IMP__ATTRIBUTES )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
INT8 CountNumMinorTraitsSelected( BOOLEAN fIncludeNoneSkill )
{
UINT32 uiCnt;
INT8 iNumberSkills=0;
for( uiCnt=0; uiCnt < IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
{
if( !fIncludeNoneSkill && uiCnt == IMP_SKILL_TRAITS_NEW_MINOR_NONE )
continue;
//if the skill is selected ( ie depressed )
else if( gfMinorTraitQuestions[ uiCnt ] )
{
iNumberSkills++;
}
}
return( iNumberSkills );
}
INT8 NumAvailableMinorTraits()
{
INT8 bNumMinorTraits=0;
INT8 bNumMajorTraits=0;
//Count the number of skills selected
bNumMajorTraits = CountNumSkillTraitsSelected( FALSE );
bNumMinorTraits = gSkillTraitValues.ubMaxNumberOfTraitsForIMP - bNumMajorTraits;
bNumMinorTraits = max( 0, bNumMinorTraits );
return(bNumMinorTraits);
}
void AddSelectedMinorTraitsToSkillsList()
{
UINT32 uiCnt;
// if we have somehow reached beyond available traits, try to fix it by removing the last one selected
if ( NumAvailableMinorTraits() < CountNumMinorTraitsSelected( FALSE ) )
{
if (gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] == TRUE )
gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] = FALSE;
}
// if still something is wrong, remove them all
if ( NumAvailableMinorTraits() < CountNumMinorTraitsSelected( FALSE ) )
{
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
{
gfMinorTraitQuestions[ uiCnt ] = FALSE;
}
gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = TRUE;
}
// OK, now add what we have to the list
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_MINOR_NONE; uiCnt++ )
{
//if the trait is selected
if( gfMinorTraitQuestions[ uiCnt ] )
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS:
AddSkillToSkillList( AMBIDEXTROUS_NT );
break;
case IMP_SKILL_TRAITS_NEW_MELEE:
AddSkillToSkillList( MELEE_NT );
break;
case IMP_SKILL_TRAITS_NEW_THROWING:
AddSkillToSkillList( THROWING_NT );
break;
case IMP_SKILL_TRAITS_NEW_NIGHT_OPS:
AddSkillToSkillList( NIGHT_OPS_NT );
break;
case IMP_SKILL_TRAITS_NEW_STEALTHY:
AddSkillToSkillList( STEALTHY_NT );
break;
case IMP_SKILL_TRAITS_NEW_ATHLETICS:
AddSkillToSkillList( ATHLETICS_NT );
break;
case IMP_SKILL_TRAITS_NEW_BODYBUILDING:
AddSkillToSkillList( BODYBUILDING_NT );
break;
case IMP_SKILL_TRAITS_NEW_DEMOLITIONS:
AddSkillToSkillList( DEMOLITIONS_NT );
break;
case IMP_SKILL_TRAITS_NEW_TEACHING:
AddSkillToSkillList( TEACHING_NT );
break;
case IMP_SKILL_TRAITS_NEW_SCOUTING:
AddSkillToSkillList( SCOUTING_NT );
break;
case IMP_SKILL_TRAITS_NEW_RADIO_OPERATOR:
AddSkillToSkillList( RADIO_OPERATOR_NT );
break;
case IMP_SKILL_TRAITS_NEW_SURVIVAL:
AddSkillToSkillList( SURVIVAL_NT );
break;
default:
break;
}
}
}
}
void HandleLastSelectedMinorTrait( INT8 bNewTrait )
{
INT16 iCnt;
if (bNewTrait == -1)
{
// we only want to delete the last selected trait from list
for( iCnt=NUM_MINOR_TRAITS-1; iCnt>=0; iCnt-- )
{
if ( gbLastSelectedMinorTrait[ iCnt ] > 0 )
{
gbLastSelectedMinorTrait[ iCnt ] = 0;
break;
}
}
}
else
{
for( iCnt=0; iCnt<NUM_MINOR_TRAITS-1; iCnt++ )
{
gbLastSelectedMinorTrait[ (iCnt + 1) ] = gbLastSelectedMinorTrait[ iCnt ];
}
gbLastSelectedMinorTrait[ 0 ] = bNewTrait;
}
// here in "gbLastSelectedMinorTrait[ 0 ]" must always be the oldest minor trait selected
// this is indeed pretty sh*tty code
/*if( bNewTrait == IMP_SKILL_TRAITS_NEW_MINOR_NONE )
{
gbLastSelectedMinorTrait[ 0 ] = -1;
gbLastSelectedMinorTrait[ 1 ] = -1;
gbLastSelectedMinorTrait[ 2 ] = -1;
return;
}
if( gfMinorTraitQuestions[ gbLastSelectedMinorTrait[ 0 ] ] == FALSE )
gbLastSelectedMinorTrait[ 0 ] = -1;
if( gfMinorTraitQuestions[ gbLastSelectedMinorTrait[ 1 ] ] == FALSE )
gbLastSelectedMinorTrait[ 1 ] = -1;
if( gfMinorTraitQuestions[ gbLastSelectedMinorTrait[ 2 ] ] == FALSE )
gbLastSelectedMinorTrait[ 2 ] = -1;
if( gbLastSelectedMinorTrait[ 0 ] == -1 )
{
if( gbLastSelectedMinorTrait[ 1 ] != -1 )
gbLastSelectedMinorTrait[ 0 ] = gbLastSelectedMinorTrait[ 1 ];
else if( gbLastSelectedMinorTrait[ 2 ] != -1 )
gbLastSelectedMinorTrait[ 0 ] = gbLastSelectedMinorTrait[ 2 ];
}
else if( gbLastSelectedMinorTrait[ 1 ] == -1 && gbLastSelectedMinorTrait[ 2 ] != -1 )
{
gbLastSelectedMinorTrait[ 1 ] = gbLastSelectedMinorTrait[ 2 ];
}
if( NumAvailableMinorTraits() == 1 )
{
gbLastSelectedMinorTrait[ 0 ] = bNewTrait;
}
else if( NumAvailableMinorTraits() == 2 )
{
if( gbLastSelectedMinorTrait[ 0 ] == -1 )
{
gbLastSelectedMinorTrait[ 0 ] = bNewTrait;
}
else if( gbLastSelectedMinorTrait[ 1 ] == -1 )
{
gbLastSelectedMinorTrait[ 1 ] = bNewTrait;
}
else
{
gbLastSelectedMinorTrait[ 0 ] = gbLastSelectedMinorTrait[ 1 ];
gbLastSelectedMinorTrait[ 1 ] = bNewTrait;
}
}
else if( NumAvailableMinorTraits() == 3 )
{
if( gbLastSelectedMinorTrait[ 0 ] == -1 )
{
gbLastSelectedMinorTrait[ 0 ] = bNewTrait;
}
else if( gbLastSelectedMinorTrait[ 1 ] == -1 )
{
gbLastSelectedMinorTrait[ 1 ] = bNewTrait;
}
else if( gbLastSelectedMinorTrait[ 2 ] == -1 )
{
gbLastSelectedMinorTrait[ 2 ] = bNewTrait;
}
else
{
gbLastSelectedMinorTrait[ 0 ] = gbLastSelectedMinorTrait[ 1 ];
gbLastSelectedMinorTrait[ 1 ] = gbLastSelectedMinorTrait[ 2 ];
gbLastSelectedMinorTrait[ 2 ] = bNewTrait;
}
}
else
{
Assert( 0 );
gbLastSelectedMinorTrait[ 0 ] = bNewTrait;
}*/
}
INT8 GetLastSelectedMinorTrait( void )
{
INT16 iCnt;
for( iCnt=NUM_MINOR_TRAITS-1; iCnt>=0; iCnt-- )
{
if ( gbLastSelectedMinorTrait[ iCnt ] > 0 )
{
return ( gbLastSelectedMinorTrait[ iCnt ] );
break;
}
}
return ( 0 );
}
UINT8 StrengthRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MELEE ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 DexterityRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS ] && gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_THROWING ] )
{
// 70 is minimum if having both, +20 is addition to other preset requirements
if( (iInitialValue + 20) < 70 )
{
// if less than minimum, add how much we need
return ( 70 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 20 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_THROWING ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 AgilityRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_ATHLETICS ] && gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_STEALTHY ] )
{
// 70 is minimum if having both, +20 is addition to other preset requirements
if( (iInitialValue + 20) < 70 )
{
// if less than minimum, add how much we need
return ( 70 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 20 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_ATHLETICS ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_STEALTHY ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 HealthRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_BODYBUILDING ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 WisdomRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_NIGHT_OPS ] && gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_SCOUTING ] )
{
// 70 is minimum if having both, +20 is addition to other preset requirements
if( (iInitialValue + 20) < 70 )
{
// if less than minimum, add how much we need
return ( 70 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 20 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_NIGHT_OPS ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
else if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_SCOUTING ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 60 )
{
// if less than minimum, add how much we need
return ( 60 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 LeaderShipRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_TEACHING ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 45 )
{
// if less than minimum, add how much we need
return ( 45 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}
UINT8 MarksmanshipRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// nothing here
return( 0 );
}
UINT8 MechanicalRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// nothing here
return( 0 );
}
UINT8 MedicalRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// nothing here
return( 0 );
}
UINT8 ExplosivesRequiredAdjustmentForMinorTraits( INT32 iInitialValue )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
if ( gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_DEMOLITIONS ] )
{
// 60 is minimum, +10 is addition to other preset requirements
if( (iInitialValue + 10) < 45 )
{
// if less than minimum, add how much we need
return ( 45 - iInitialValue );
}
else
{
// otherwise just add 10 on top
return ( 10 );
}
}
return( 0 );
}