Files
source/Laptop/IMP Skill Trait.cpp
T
Wanne 7445ba2051 Merged "Enhanced IMP Creation" (by Sandro)
- For code changes search for // SANDRO
- Tooltips can now be toggled on/off in the options screen instead of "Random IMP Personality" option
- Updated Version Number for new Release Build (2949)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2949 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2009-06-04 10:44:23 +00:00

712 lines
19 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "IMP Skill Trait.h"
#include "_Ja25Englishtext.h"
#else
#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" // added by SANDRO
#include "IMP Color Choosing.h" // added by SANDRO
#endif
//*******************************************************************
//
// Local Defines
//
//*******************************************************************
#define IMP_SKILL_TRAIT__TITLE_FONT FONT14ARIAL
#define IMP_SKILL_TRAIT__FONT FONT12ARIAL
#define IMP_SKILL_TRAIT__COLOR FONT_MCOLOR_WHITE
enum
{
IMP_SKILL_TRAIT__TITLE_TEXT=IMP_SKILL_TRAITS__NUMBER_SKILLS,
};
#define IMP_SKILL_TRAIT__LEFT_COLUMN_START_X ( LAPTOP_SCREEN_UL_X + 15 )
#define IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y ( LAPTOP_SCREEN_WEB_UL_Y + 40 )
#define IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X ( IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + 241 )
#define IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y
#define IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS 38
#define IMP_SKILL_TRAIT__SKILL_TRAIT_TO_START_RIGHT_COL 6
#define IMP_SKILL_TRAIT__NONE_BTN_LOC_X ( LAPTOP_SCREEN_UL_X + 136 )
#define IMP_SKILL_TRAIT__TEXT_OFFSET_X 65
#define IMP_SKILL_TRAIT__TEXT_OFFSET_Y 12
#define IMP_SKILL_TRAIT__TITLE_X LAPTOP_SCREEN_UL_X - 111
#define IMP_SKILL_TRAIT__TITLE_Y iScreenHeightOffset + 53
#define IMP_SKILL_TRAIT__TITLE_WIDTH ( LAPTOP_SCREEN_LR_X - LAPTOP_SCREEN_UL_X )
#define IMP_SKILL_TRAIT__GREY_BOX_OFFSET_X 5
#define IMP_SKILL_TRAIT__GREY_BOX_OFFSET_Y 7
//*******************************************************************
//
// Global Variables
//
//*******************************************************************
BOOLEAN gfIST_Redraw=FALSE;
BOOLEAN gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
// these are the buttons for the questions
INT32 giIMPSkillTraitAnswerButton[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
INT32 giIMPSkillTraitAnswerButtonImage[ IMP_SKILL_TRAITS__NUMBER_SKILLS ];
// this is the Done buttons
INT32 giIMPSkillTraitFinsihButton;
INT32 giIMPSkillTraitFinsihButtonImage;
//BOOLEAN gfSkillTraitButtonChanged=FALSE;
#define IST__NUM_SELECTABLE_TRAITS 2
INT8 gbLastSelectedTraits[ IST__NUM_SELECTABLE_TRAITS ];
//image handle
UINT32 guiIST_GreyGoldBox;
//*******************************************************************
//
// Function Prototypes
//
//*******************************************************************
void BtnIMPSkillTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason);
void BtnIMPSkillTraitFinishCallback(GUI_BUTTON *btn,INT32 reason);
void AddImpSkillTraitButtons();
void HandleSkillTraitButtonStates( );
void HandleIMPSkillTraitAnswers( UINT32 uiSkillPressed, BOOLEAN fResetAllButtons );
void IMPSkillTraitDisplaySkills();
INT8 CountNumSkillStraitsSelected( BOOLEAN fIncludeNoneSkill );
BOOLEAN ShouldTraitBeSkipped( UINT32 uiTrait );
void AddSelectedSkillsToSkillsList();
void HandleLastSelectedTraits( INT8 bNewTrait );
BOOLEAN CameBackToSpecialtiesPageButNotFinished();
//ppp
//*******************************************************************
//
// Functions
//
//*******************************************************************
void EnterIMPSkillTrait( void )
{
// UINT32 uiCnt;
VOBJECT_DESC VObjectDesc;
//add the skill trait buttons
AddImpSkillTraitButtons();
// load the stats graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("LAPTOP\\SkillTraitSmallGreyIdent.sti", VObjectDesc.ImageFile);
if( !AddVideoObject(&VObjectDesc, &guiIST_GreyGoldBox ) )
{
Assert( 0 );
return;
}
giIMPSkillTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
giIMPSkillTraitFinsihButton = CreateIconAndTextButton( giIMPSkillTraitFinsihButtonImage, 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)BtnIMPSkillTraitFinishCallback );
SetButtonCursor( giIMPSkillTraitFinsihButton, CURSOR_WWW);
//if we are not DONE and are just reviewing
if( iCurrentProfileMode != IMP__FINISH )
{
//Have the NONE trait initially selected
gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NONE ] = TRUE;
}
HandleSkillTraitButtonStates( );
//reset last selecterd trait
memset( gbLastSelectedTraits, -1, IST__NUM_SELECTABLE_TRAITS );
}
void RenderIMPSkillTrait( void )
{
//render the metal background graphic
RenderProfileBackGround();
IMPSkillTraitDisplaySkills();
}
void ExitIMPSkillTrait( void )
{
INT32 iCnt;
DeleteVideoObjectFromIndex( guiIST_GreyGoldBox );
//remove the skill buttons
for(iCnt = 0; iCnt < IMP_SKILL_TRAITS__NUMBER_SKILLS; iCnt++)
{
//if there is a button allocated
if( giIMPSkillTraitAnswerButton[iCnt] != -1 )
{
RemoveButton(giIMPSkillTraitAnswerButton[ iCnt ] );
UnloadButtonImage(giIMPSkillTraitAnswerButtonImage[ iCnt ] );
}
}
RemoveButton( giIMPSkillTraitFinsihButton );
UnloadButtonImage( giIMPSkillTraitFinsihButtonImage );
}
void HandleIMPSkillTrait( void )
{
if( gfIST_Redraw )
{
RenderIMPSkillTrait( );
gfIST_Redraw = FALSE;
}
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
}
void AddImpSkillTraitButtons()
{
INT32 iCnt = 0;
UINT16 usPosX, usPosY;
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X;
usPosY = IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y;
for(iCnt = 0; iCnt < IMP_SKILL_TRAITS__NUMBER_SKILLS; iCnt++)
{
//reset
giIMPSkillTraitAnswerButton[iCnt] = -1;
//if we are not DONE and are just reviewing
if( iCurrentProfileMode != IMP__FINISH )
{
gfSkillTraitQuestions[ iCnt ] = FALSE;
}
//if the merc is a FEMALE, skip this skill cause there isnt any fenmal martial artists
if( ShouldTraitBeSkipped( iCnt ) )
{
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( iCnt == IMP_SKILL_TRAITS__NONE-1 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X;
}
continue;
}
if( iCnt == 0 )
giIMPSkillTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_6.sti", -1,0,-1,1,-1 );
else
giIMPSkillTraitAnswerButtonImage[ iCnt ] = UseLoadedButtonImage( giIMPSkillTraitAnswerButtonImage[ 0 ], -1,0,-1,1,-1 );
giIMPSkillTraitAnswerButton[iCnt] = QuickCreateButton( giIMPSkillTraitAnswerButtonImage[ iCnt ], usPosX, usPosY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CALLBACK, (GUI_CALLBACK)BtnIMPSkillTraitAnswerCallback);
//Set the button data
MSYS_SetBtnUserData( giIMPSkillTraitAnswerButton[iCnt], 0, iCnt );
SetButtonCursor( giIMPSkillTraitAnswerButton[iCnt], CURSOR_WWW);
//Get rid of playing the button sound, it will be handled here
//ButtonList[ giIMPSkillTraitAnswerButton[ iCnt ] ]->ubSoundSchemeID = 0; // - This would disable the sounds totally resulted to play no sound - SANDRO
//Determine the next x location
if( iCnt < IMP_SKILL_TRAIT__SKILL_TRAIT_TO_START_RIGHT_COL )
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X;
else
usPosX = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X;
//Determine the next Y location
if( iCnt == IMP_SKILL_TRAIT__SKILL_TRAIT_TO_START_RIGHT_COL )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y;
else
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( iCnt == IMP_SKILL_TRAITS__NONE-1 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X;
}
}
}
void BtnIMPSkillTraitAnswerCallback(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);
INT32 iSkillTrait = MSYS_GetBtnUserData( btn, 0 );
HandleIMPSkillTraitAnswers( iSkillTrait, FALSE );
}
}
void HandleIMPSkillTraitAnswers( UINT32 uiSkillPressed, BOOLEAN fResetAllButtons )
{
UINT32 uiCnt;
//if we are DONE and are just reviewing
if( iCurrentProfileMode == IMP__FINISH )
{
return;
}
//if we are to reset all the buttons
if( fResetAllButtons )
{
//loop through all the skill and reset them
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS__NUMBER_SKILLS; uiCnt++ )
{
gfSkillTraitQuestions[ uiCnt ] = FALSE;
}
return;
}
//make sure its a valid skill
if( uiSkillPressed > IMP_SKILL_TRAITS__NUMBER_SKILLS )
{
Assert( 0 );
return;
}
//if its allready set
if( gfSkillTraitQuestions[ uiSkillPressed ] )
{
//dont need to do anything
return;
}
HandleLastSelectedTraits( (INT8)uiSkillPressed );
/*
//if there are already 2 skills selected, and we are trying to PRESS a new button ( skill isnt currently set )
if( CountNumSkillStraitsSelected() == 2 &&
!gfSkillTraitQuestions[ uiSkillPressed ] &&
uiSkillPressed != IMP_SKILL_TRAITS__NONE )
{
//if we have to, unselect an existing trait
//play the diosabld sound
// PlayButtonSound( giIMPSkillTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_DISABLED_CLICK );
//dont select a new one
// return;
}
*/
//Set the skill
// gfSkillTraitQuestions[ uiSkillPressed ] = !gfSkillTraitQuestions[ uiSkillPressed ];
gfSkillTraitQuestions[ uiSkillPressed ] = TRUE;
//if the NONE trait was selected, clear the rest of the buttons
if( uiSkillPressed == IMP_SKILL_TRAITS__NONE )
{
//reset all the traits
HandleIMPSkillTraitAnswers( 0, TRUE );
gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NONE ] = TRUE;
}
//make sure the none skill is NOT selected if we select anything else
if( uiSkillPressed != IMP_SKILL_TRAITS__NONE )
{
gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NONE ] = FALSE;
}
//Play the button sound
if( gfSkillTraitQuestions[ uiSkillPressed ] )
{
PlayButtonSound( giIMPSkillTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_ON );
}
else
{
PlayButtonSound( giIMPSkillTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_OFF );
}
//update buttons
HandleSkillTraitButtonStates( );
//redraw the screen
gfIST_Redraw = TRUE;
}
INT8 CountNumSkillStraitsSelected( BOOLEAN fIncludeNoneSkill )
{
UINT32 uiCnt;
INT8 iNumberSkills=0;
UINT32 uiUpperLimit;
if( fIncludeNoneSkill )
{
uiUpperLimit = IMP_SKILL_TRAITS__NUMBER_SKILLS;
}
else
{
uiUpperLimit = IMP_SKILL_TRAITS__NONE;
}
for( uiCnt=0; uiCnt < uiUpperLimit; uiCnt++ )
{
//if the skill is selected ( ie depressed )
if( gfSkillTraitQuestions[ uiCnt ] )
{
iNumberSkills++;
}
}
return( iNumberSkills );
}
void HandleSkillTraitButtonStates( )
{
UINT32 uiCnt;
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS__NUMBER_SKILLS; uiCnt++ )
{
//if the merc is a FEMALE, skip this skill cause there isnt any fenmal martial artists
if( ShouldTraitBeSkipped( uiCnt ) )
{
continue;
}
//if the skill is selected ( ie depressed )
if( gfSkillTraitQuestions[ uiCnt ] )
{
ButtonList[ giIMPSkillTraitAnswerButton[ uiCnt ] ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ giIMPSkillTraitAnswerButton[ uiCnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
}
}
}
void IMPSkillTraitDisplaySkills()
{
UINT32 uiCnt;
UINT16 usPosX, usPosY;
UINT16 usBoxPosX, usBoxPosY;
HVOBJECT hImageHandle;
//Display the title
DrawTextToScreen( gzIMPSkillTraitsText[ IMP_SKILL_TRAIT__TITLE_TEXT ], IMP_SKILL_TRAIT__TITLE_X, IMP_SKILL_TRAIT__TITLE_Y, IMP_SKILL_TRAIT__TITLE_WIDTH, IMP_SKILL_TRAIT__TITLE_FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
// Stats
GetVideoObject(&hImageHandle, guiIST_GreyGoldBox );
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y + IMP_SKILL_TRAIT__TEXT_OFFSET_Y;
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS__NUMBER_SKILLS; uiCnt++ )
{
usBoxPosX = usPosX - IMP_SKILL_TRAIT__GREY_BOX_OFFSET_X;
usBoxPosY = usPosY - IMP_SKILL_TRAIT__GREY_BOX_OFFSET_Y;
//if the merc is a FEMALE, skip this skill cause there isnt any fenmal martial artists
if( ShouldTraitBeSkipped( uiCnt ) )
{
//if its the none button
if( uiCnt == IMP_SKILL_TRAITS__NONE-1 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
}
continue;
}
//if the trait is selected
if( gfSkillTraitQuestions[ 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( gzIMPSkillTraitsText[ uiCnt ], usPosX, usPosY, 0, IMP_SKILL_TRAIT__FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
//Determine the next x location
if( uiCnt < IMP_SKILL_TRAIT__SKILL_TRAIT_TO_START_RIGHT_COL )
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
else
usPosX = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
//Determine the next Y location
if( uiCnt == IMP_SKILL_TRAIT__SKILL_TRAIT_TO_START_RIGHT_COL )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y + IMP_SKILL_TRAIT__TEXT_OFFSET_Y;
else
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
//if its the none button
if( uiCnt == IMP_SKILL_TRAITS__NONE-1 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
}
}
}
void BtnIMPSkillTraitFinishCallback(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 we are just reviewing the page
if( iCurrentProfileMode == IMP__FINISH )
{
//go back tot he done screen
iCurrentImpPage = IMP_FINISH;
}
else
{
iCurrentImpPage = IMP_MAIN_PAGE;
if( CameBackToSpecialtiesPageButNotFinished() )
{
}
else
{
//We are finished on this page
iCurrentProfileMode = IMP__ATTRIBUTES;
}
}
}
}
BOOLEAN CameBackToSpecialtiesPageButNotFinished()
{
//if we are in a page that comes after this one
if( iCurrentProfileMode == IMP__ATTRIBUTES )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
INT8 DoesPlayerHaveExtraAttibutePointsToDistributeBasedOnSkillSelection()
{
INT8 bExtraPoints=10;
INT8 bNumSkills=0;
//Count the number of skills selected
bNumSkills = CountNumSkillStraitsSelected( FALSE );
//if there NONE selected
if( bNumSkills == 0 )
{
// Externilized bonus for not taking skills - SANDRO
bExtraPoints = 2 * (gGameExternalOptions.iBonusPointsPerSkillNotTaken);
}
//if there is 1 trait selected
else if( bNumSkills == 1 )
{
//if the trait is not the ones you cant be expert in )
if( gfSkillTraitQuestions[ IMP_SKILL_TRAITS__ELECTRONICS ] ||
gfSkillTraitQuestions[ IMP_SKILL_TRAITS__AMBIDEXTROUS ] ) // Actually camo skill can be achived at expert level, although it does nothing now - SANDRO
// || gfSkillTraitQuestions[ IMP_SKILL_TRAITS__CAMO ] )
{
// Externilized bonus for not taking skills - SANDRO
bExtraPoints = gGameExternalOptions.iBonusPointsPerSkillNotTaken;
}
else
{
bExtraPoints = 0;
}
}
//else both traits selected
else
{
bExtraPoints = 0;
}
return( bExtraPoints );
}
BOOLEAN ShouldTraitBeSkipped( UINT32 uiTrait )
{
// added a check to not offer martial arts to big mercs - SANDRO
if( uiTrait == IMP_SKILL_TRAITS__MARTIAL_ARTS && (!fCharacterIsMale || bBigBodySelected()) )
return( TRUE );
else
return( FALSE );
}
void AddSelectedSkillsToSkillsList()
{
UINT32 uiCnt;
//loop through all the buttons and reset them
for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS__NONE; uiCnt++ )
{
//if the trait is selected
if( gfSkillTraitQuestions[ uiCnt ] )
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS__LOCKPICK:
AddSkillToSkillList( LOCKPICKING );
break;
case IMP_SKILL_TRAITS__HAND_2_HAND:
AddSkillToSkillList( HANDTOHAND );
break;
case IMP_SKILL_TRAITS__ELECTRONICS:
AddSkillToSkillList( ELECTRONICS );
break;
case IMP_SKILL_TRAITS__NIGHT_OPS:
AddSkillToSkillList( NIGHTOPS );
break;
case IMP_SKILL_TRAITS__THROWING:
AddSkillToSkillList( THROWING );
break;
case IMP_SKILL_TRAITS__TEACHING:
AddSkillToSkillList( TEACHING );
break;
case IMP_SKILL_TRAITS__HEAVY_WEAPONS:
AddSkillToSkillList( HEAVY_WEAPS );
break;
case IMP_SKILL_TRAITS__AUTO_WEAPONS:
AddSkillToSkillList( AUTO_WEAPS );
break;
case IMP_SKILL_TRAITS__STEALTHY:
AddSkillToSkillList( STEALTHY );
break;
case IMP_SKILL_TRAITS__AMBIDEXTROUS:
AddSkillToSkillList( AMBIDEXT );
break;
case IMP_SKILL_TRAITS__KNIFING:
AddSkillToSkillList( KNIFING );
break;
case IMP_SKILL_TRAITS__PROF_SNIPER:
AddSkillToSkillList( PROF_SNIPER );
break;
case IMP_SKILL_TRAITS__CAMO:
AddSkillToSkillList( CAMOUFLAGED );
break;
case IMP_SKILL_TRAITS__MARTIAL_ARTS:
AddSkillToSkillList( MARTIALARTS );
break;
}
}
}
}
void HandleLastSelectedTraits( INT8 bNewTrait )
{
//if there are none selected
if( gbLastSelectedTraits[ 0 ] == -1 )
{
gbLastSelectedTraits[ 0 ] = bNewTrait;
}
//if the second one is not selected
else if( gbLastSelectedTraits[ 1 ] == -1 )
{
gbLastSelectedTraits[ 1 ] = gbLastSelectedTraits[ 0 ];
gbLastSelectedTraits[ 0 ] = bNewTrait;
}
else
{
//unselect old trait
gfSkillTraitQuestions[ gbLastSelectedTraits[ 1 ] ] = FALSE;
gbLastSelectedTraits[ 1 ] = gbLastSelectedTraits[ 0 ];
gbLastSelectedTraits[ 0 ] = bNewTrait;
}
}