Files
source/Laptop/IMP Confirm.cpp
2023-10-08 16:45:06 +03:00

1766 lines
54 KiB
C++

#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 <vfs/Core/vfs.h>
#include <vfs/Aspects/vfs_settings.h>
#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; i<NUM_INV_SLOTS; i++)
{
if(pProfile->inv[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<length; i++)
{
if(tInv[i].iSize == j)
{
//ADB this is a mem leak!!!
//int *filler = new int;
//iOrder.push_back(*filler);
iOrder[count] = i;
count++;
}
}
}
// Last, go through the temp data and put items into appropriate pockets
// Start by putting items into specific pockets
for(i=0; i<count; i++)
{
iSlot = SpecificFreePocket(pProfile, tInv[iOrder[i]].inv, tInv[iOrder[i]].iNumber, tInv[iOrder[i]].iClass);
if(iSlot != -1)
{
MakeProfileInvItemThisSlot(pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, tInv[iOrder[i]].iNumber);
iOrder[i]=-1;
}
}
// Next, put anything that isn't an attachment into a pocket
for(i=0; i<count; i++)
{
if(iOrder[i]!=-1)
{
// skip if this item is an attachment
if(Item[tInv[iOrder[i]].inv].attachment)
continue;
iSet = FALSE;
number = tInv[iOrder[i]].iNumber;
while(number > 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; i<count; i++)
{
if(iOrder[i]!=-1)
{
iSet = FALSE;
number = tInv[iOrder[i]].iNumber;
tInv[iOrder[i]].iNumber = 1;
for(int j=0; j<number; j++)
{
iSlot = AnyFreeBigEnoughPocket (pProfile, &tInv[iOrder[i]]);
if(iSlot != -1)
{
MakeProfileInvItemThisSlot( pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, pProfile->bInvNumber[iSlot] + 1 );
iSet = TRUE;
}
}
if(iSet)
iOrder[i] = -1;
}
}
}
INT32 GetEquippedGearCost( MERCPROFILESTRUCT *pProfile )
{
INT32 cost = 0;
for ( int i = INV_START_POS; i<NUM_INV_SLOTS; ++i )
{
if ( pProfile->inv[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; i<NUM_INV_SLOTS; i++)
{
if(pProfile->inv[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<NUM_INV_SLOTS; i++)
{
if(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; i<NUM_INV_SLOTS; i++)
{
if(inv[i] != NONE)
{
iSize = Item[inv[i]].ItemSize;
for(int j=INV_START_POS; j<NUM_INV_SLOTS; j++)
{
if(icLBE[j] == sPocket && pProfile->inv[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; i<NUM_INV_SLOTS; i++)
// {
// if(LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==7) // TNT Pocket
// if(pProfile->inv[i] == NONE)
// return i;
// }
// break;
// case IC_GRENADE:
// for(int i=BIGPOCKSTART; i<NUM_INV_SLOTS; i++)
// {
// if(pProfile->inv[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; i<NUM_INV_SLOTS; i++)
{
lbePocket = LoadBearingEquipment[Item[pProfile->inv[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; uiPos<ppStop; uiPos++){
if(pProfile->inv[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;
}