Files
source/Laptop/IMP Confirm.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

956 lines
26 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "CharProfile.h"
#include "IMP MainPage.h"
#include "IMP HomePage.h"
#include "IMPVideoObjects.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Debug.h"
#include "WordWrap.h"
#include "Render Dirty.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 "IMP Voices.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"
#endif
#define IMP_FILENAME_SUFFIX ".dat"
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;
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 MakeProfileInvItemAnySlot(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany);
void MakeProfileInvItemThisSlot(MERCPROFILESTRUCT *pProfile, UINT32 uiPos, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany);
INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany);
// 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));
// WANNE NEW: Any changes here. I don't think so
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( );
SetProfileFaceData( HireMercStruct.ubProfileID , ( UINT8 ) ( 200 + iPortraitNumber ), uiEyeXPositions[ iPortraitNumber ], uiEyeYPositions[ iPortraitNumber ], uiMouthXPositions[ iPortraitNumber ], uiMouthYPositions[ iPortraitNumber ] );
//if we succesfully hired the merc
if( !HireMerc( &HireMercStruct ) )
{
return(FALSE);
}
else
{
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;
}
*/
if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
{
// not enough
return;
}
// line moved by CJC Nov 28 2002 to AFTER the check for money
LaptopSaveInfo.fIMPCompletedFlag = TRUE;
// charge the player
AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
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( ) );
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 );
//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);
}
}
}
*/
#define PROFILE_HAS_SKILL_TRAIT( p, t ) ((p->bSkillTrait == t) || (p->bSkillTrait2 == t))
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]);
// STANDARD EQUIPMENT
GiveIMPItems(pProfile, 100, IMP_DEFAULT);
GiveIMPRandomItems(pProfile, IMP_RANDOMDEFAULT);
// kevlar vest, leggings, & helmet
// MakeProfileInvItemThisSlot(pProfile, VESTPOS, FLAK_JACKET, 100, 1);
GiveIMPItems (pProfile,pProfile->bWisdom,IMP_WISDOM);
//if ( PreRandom( 100 ) < (UINT32) pProfile->bWisdom )
//{
// MakeProfileInvItemThisSlot(pProfile, HELMETPOS, STEEL_HELMET, 100, 1);
//}
// canteen
// MakeProfileInvItemThisSlot(pProfile, SMALLPOCK4POS, CANTEEN, 100, 1);
GiveIMPItems (pProfile,pProfile->bMarksmanship,IMP_MARKSMANSHIP);
//Give ANY imp the calico
// MakeProfileInvItemThisSlot( pProfile, HANDPOS, M950, 100, 1);
//No ammo clip MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
/*
Ja25 IMP only gets 1 gun now
if (pProfile->bMarksmanship >= 80)
{
// good shooters get a better & matching ammo
MakeProfileInvItemThisSlot( pProfile, HANDPOS, MP5K, 100, 1);
MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
}
else
{
// Automatic pistol, with matching ammo
MakeProfileInvItemThisSlot( pProfile, HANDPOS, BERETTA_93R, 100, 1 );
MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_15, 100, 3 );
}
*/
// OPTIONAL EQUIPMENT: depends on skills & special skills
GiveIMPItems (pProfile,pProfile->bMedical,IMP_MEDICAL);
//if (pProfile->bMedical >= 60)
//{
// // strong medics get full medic kit
// MakeProfileInvItemAnySlot(pProfile, MEDICKIT, 100, 1);
//}
//else
//if (pProfile->bMedical >= 30)
//{
// // passable medics get first aid kit
// MakeProfileInvItemAnySlot(pProfile, FIRSTAIDKIT, 100, 1);
//}
GiveIMPItems (pProfile,pProfile->bMechanical,IMP_MECHANICAL);
//if (pProfile->bMechanical >= 50)
//{
// // mechanics get toolkit
// MakeProfileInvItemAnySlot(pProfile, TOOLKIT, 100, 1);
//}
GiveIMPItems (pProfile,pProfile->bExplosive,IMP_EXPLOSIVE);
//if (pProfile->bExplosive >= 50)
//{
// // loonies get TNT & Detonator
//MakeProfileInvItemAnySlot(pProfile, TNT, 100, 1);
//MakeProfileInvItemAnySlot(pProfile, DETONATOR, 100, 1);
//}
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
if (PROFILE_HAS_SKILL_TRAIT(pProfile, LOCKPICKING) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1);
GiveIMPRandomItems(pProfile,IMP_LOCKPICKING);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, HANDTOHAND))
{
//MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1);
GiveIMPRandomItems(pProfile,IMP_HTH);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, ELECTRONICS) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1);
GiveIMPRandomItems(pProfile,IMP_ELECTRONICS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, NIGHTOPS))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2);
GiveIMPRandomItems(pProfile,IMP_NIGHTOPS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, THROWING))
{
// MakeProfileInvItemAnySlot(pProfile, THROWING_KNIFE, 100, 1);
GiveIMPRandomItems(pProfile,IMP_THROWING);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, STEALTHY))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 1);
GiveIMPRandomItems(pProfile,IMP_STEALTHY);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, KNIFING))
{
// MakeProfileInvItemAnySlot(pProfile, COMBAT_KNIFE, 100, 1);
GiveIMPRandomItems(pProfile,IMP_KNIFING);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, CAMOUFLAGED)) // 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(pProfile, AMBIDEXT))
{
// MakeProfileInvItemAnySlot(pProfile, M950, 100, 1);
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, MARTIALARTS))
{
GiveIMPRandomItems(pProfile,IMP_MARTIALARTS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, ONROOF))
{
GiveIMPRandomItems(pProfile,IMP_ROOFTOPS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, TEACHING))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, AUTO_WEAPS))
{
GiveIMPRandomItems(pProfile,IMP_AUTOWEAPONS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, HEAVY_WEAPS ))
{
GiveIMPRandomItems(pProfile,IMP_HEAVYWEAPONS);
}
if (PROFILE_HAS_SKILL_TRAIT(pProfile, THIEF ))
{
GiveIMPRandomItems(pProfile,IMP_THIEF);
}
}
void MakeProfileInvItemAnySlot(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany)
{
INT32 iSlot;
iSlot = FirstFreeBigEnoughPocket(pProfile, usItem, ubHowMany);
if (iSlot == -1)
{
// no room, item not received
return;
}
// put the item into that slot
MakeProfileInvItemThisSlot(pProfile, iSlot, usItem, ubStatus, ubHowMany);
}
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 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);
}
void WriteOutCurrentImpCharacter( INT32 iProfileId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: IMP.dat"));
char zImpFileName[13];
strcpy(zImpFileName,IMP_MERC_FILENAME);
strcat(zImpFileName,IMP_FILENAME_SUFFIX);
WriteOutCurrentImpCharacter ( iProfileId, zImpFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: Nickname.dat"));
char zFileName[13];
char temp;
for(int i=0;i < 9;i++) // Madd: I couldn't get strcpy or anything to work here... weird... if s/o wants to fix it, go ahead
{
temp = (char) gMercProfiles[iProfileId].zNickname[i];
zFileName[i] = temp;
}
strcat(zFileName,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);
// 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 (!FileWrite(hFile, &gMercProfiles[ iProfileId ], sizeof( MERCPROFILESTRUCT ), &uiBytesWritten))
{
if (hFile)
FileClose(hFile);
return;
}
// close file
if (hFile)
FileClose(hFile);
return;
}
BOOLEAN ImpExists ( STR nickName )
{
char zFileName[13];
strcpy(zFileName,nickName);
strcat(zFileName,IMP_FILENAME_SUFFIX);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %s", zFileName));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %d", FileExistsNoDB(zFileName) ));
return FileExistsNoDB(zFileName);
}
BOOLEAN LoadImpCharacter( STR nickName )
{
INT32 iProfileId = 0;
HWFILE hFile;
UINT32 uiBytesRead = 0;
char zFileName[13];
strcpy(zFileName,nickName);
strcat(zFileName,IMP_FILENAME_SUFFIX);
// open the file for writing
hFile = FileOpen(zFileName, FILE_ACCESS_READ, FALSE);
// valid file?
if( hFile == -1 )
{
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;
}
// 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, iProfileId);
// We can create the new imp, beacuse we found an empty slot
if (iProfileId != -1)
{
LaptopSaveInfo.iIMPIndex = iProfileId;
// read in the profile
if (!FileRead(hFile, &gMercProfiles[ iProfileId ] ,sizeof( MERCPROFILESTRUCT ), &uiBytesRead))
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
// close file
FileClose(hFile);
if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 3 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
// not enough
return FALSE;
}
// charge the player
// is the character male?
fCharacterIsMale = ( gMercProfiles[ iProfileId ].bSex == MALE );
fLoadingCharacterForPreviousImpProfile = TRUE;
AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
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 ) > 16 ) || ( ubMercProfileID >= PROF_HUMMER ) )
{
return;
}
gMercProfiles[ ubMercProfileID ].usEyesX = uiEyeXPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usEyesY = uiEyeYPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usMouthX = uiMouthXPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
gMercProfiles[ ubMercProfileID ].usMouthY = uiMouthYPositions[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ];
}
void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d",typeIndex ));
UINT16 usItem = 0;
INT32 iChoice;
if ( gIMPItemChoices[ typeIndex ].ubChoices <= 0 )
return;
for ( int i=0; i < gIMPItemChoices[typeIndex].ubNumItems ;i++ )
{
while (usItem == 0 )
{
iChoice = Random(gIMPItemChoices[ typeIndex ].ubChoices);
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
if (!ItemIsLegal(usItem))
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
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 ));
if ( usItem > 0 && ItemIsLegal(usItem))
{
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;
}
}