mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@969 3b4a5df2-a311-0410-b5c6-a8a6f20db521
960 lines
26 KiB
C++
960 lines
26 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Laptop All.h"
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#else
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#include "CharProfile.h"
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#include "IMP MainPage.h"
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#include "IMP HomePage.h"
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#include "IMPVideoObjects.h"
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#include "Utilities.h"
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#include "WCheck.h"
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#include "Debug.h"
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#include "WordWrap.h"
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#include "Render Dirty.h"
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#include "Encrypted File.h"
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#include "cursors.h"
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#include "laptop.h"
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#include "IMP Compile Character.h"
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#include "soldier profile type.h"
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#include "IMP Text System.h"
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#include "IMP Confirm.h"
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#include "finances.h"
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#include "Soldier Profile.h"
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#include "Soldier Profile Type.h"
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#include "Soldier Control.h"
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#include "IMP Portraits.h"
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#include "IMP Voices.h"
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#include "Overhead.h"
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#include "finances.h"
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#include "history.h"
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#include "Game Clock.h"
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#include "email.h"
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#include "Game Event Hook.h"
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#include "LaptopSave.h"
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#include "strategic.h"
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#include "weapons.h"
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#include "Random.h"
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#endif
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#define IMP_FILENAME_SUFFIX ".dat"
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IMP_ITEM_CHOICE_TYPE gIMPItemChoices[MAX_IMP_ITEM_TYPES];
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void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex );
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void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeIndex );
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UINT32 giIMPConfirmButton[ 2 ];
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UINT32 giIMPConfirmButtonImage[ 2 ];
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BOOLEAN fNoAlreadySelected = FALSE;
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UINT16 uiEyeXPositions[ ]={
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8,
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9,
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8,
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6,
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13,
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11,
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8,
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8,
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4, //208
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5, //209
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7,
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5, //211
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7,
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11,
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8, //214
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5,
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};
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UINT16 uiEyeYPositions[ ]=
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{
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5,
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4,
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5,
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6,
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5,
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5,
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4,
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4,
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4, //208
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5,
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5, //210
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7,
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6, //212
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5,
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5, //214
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6,
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};
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UINT16 uiMouthXPositions[]=
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{
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8,
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9,
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7,
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7,
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11,
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10,
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8,
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8,
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5, //208
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6,
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7, //210
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6,
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7, //212
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9,
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7, //214
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5,
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};
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UINT16 uiMouthYPositions[]={
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21,
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23,
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24,
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25,
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23,
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24,
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24,
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24,
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25, //208
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24,
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24, //210
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26,
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24, //212
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23,
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24, //214
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26,
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};
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BOOLEAN fLoadingCharacterForPreviousImpProfile = FALSE;
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void CreateConfirmButtons( void );
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void DestroyConfirmButtons( void );
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void GiveItemsToPC( UINT8 ubProfileId );
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void MakeProfileInvItemAnySlot(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany);
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void MakeProfileInvItemThisSlot(MERCPROFILESTRUCT *pProfile, UINT32 uiPos, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany);
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INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany);
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// callbacks
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void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason );
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void BtnIMPConfirmYes( GUI_BUTTON *btn,INT32 reason );
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void EnterIMPConfirm( void )
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{
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// create buttons
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CreateConfirmButtons( );
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return;
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}
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void RenderIMPConfirm( void )
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{
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// the background
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RenderProfileBackGround( );
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// indent
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RenderAvgMercIndentFrame(90, 40 );
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// highlight answer
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PrintImpText( );
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return;
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}
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void ExitIMPConfirm( void )
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{
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// destroy buttons
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DestroyConfirmButtons( );
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return;
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}
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void HandleIMPConfirm( void )
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{
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return;
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}
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void CreateConfirmButtons( void )
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{
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// create buttons for confirm screen
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giIMPConfirmButtonImage[0]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 );
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giIMPConfirmButton[0] = CreateIconAndTextButton( giIMPConfirmButtonImage[0], pImpButtonText[ 16 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 254 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmYes);
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giIMPConfirmButtonImage[1]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 );
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giIMPConfirmButton[1] = CreateIconAndTextButton( giIMPConfirmButtonImage[ 1 ], pImpButtonText[ 17 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 314 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmNo);
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SetButtonCursor(giIMPConfirmButton[ 0 ], CURSOR_WWW);
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SetButtonCursor(giIMPConfirmButton[ 1 ], CURSOR_WWW);
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return;
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}
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void DestroyConfirmButtons( void )
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{
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// destroy buttons for confirm screen
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RemoveButton(giIMPConfirmButton[ 0 ] );
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UnloadButtonImage(giIMPConfirmButtonImage[ 0 ] );
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RemoveButton(giIMPConfirmButton[ 1 ] );
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UnloadButtonImage(giIMPConfirmButtonImage[ 1 ] );
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return;
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}
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BOOLEAN AddCharacterToPlayersTeam( void )
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{
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MERC_HIRE_STRUCT HireMercStruct;
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// last minute chage to make sure merc with right facehas not only the right body but body specific skills...
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// ie..small mercs have martial arts..but big guys and women don't don't
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HandleMercStatsForChangesInFace( );
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memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
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// WANNE NEW: Any changes here. I don't think so
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HireMercStruct.ubProfileID = ( UINT8 )( LaptopSaveInfo.iIMPIndex ) ;
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if( fLoadingCharacterForPreviousImpProfile == FALSE )
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{
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// give them items
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GiveItemsToPC( HireMercStruct.ubProfileID );
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}
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HireMercStruct.sSectorX = gsMercArriveSectorX;
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HireMercStruct.sSectorY = gsMercArriveSectorY;
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HireMercStruct.fUseLandingZoneForArrival = TRUE;
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HireMercStruct.fCopyProfileItemsOver = TRUE;
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// indefinite contract length
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HireMercStruct.iTotalContractLength = -1;
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HireMercStruct.ubInsertionCode = INSERTION_CODE_ARRIVING_GAME;
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HireMercStruct.uiTimeTillMercArrives = GetMercArrivalTimeOfDay( );
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SetProfileFaceData( HireMercStruct.ubProfileID , ( UINT8 ) ( 200 + iPortraitNumber ), uiEyeXPositions[ iPortraitNumber ], uiEyeYPositions[ iPortraitNumber ], uiMouthXPositions[ iPortraitNumber ], uiMouthYPositions[ iPortraitNumber ] );
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//if we succesfully hired the merc
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if( !HireMerc( &HireMercStruct ) )
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{
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return(FALSE);
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}
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else
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{
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return ( TRUE );
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}
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}
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void BtnIMPConfirmYes(GUI_BUTTON *btn,INT32 reason)
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{
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// btn callback for IMP Homepage About US button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if( btn->uiFlags & BUTTON_CLICKED_ON )
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{
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// reset button
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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// Madd
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/* if( LaptopSaveInfo.fIMPCompletedFlag )
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{
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// already here, leave
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return;
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}
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*/
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if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
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{
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// not enough
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return;
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}
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// line moved by CJC Nov 28 2002 to AFTER the check for money
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LaptopSaveInfo.fIMPCompletedFlag = TRUE;
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// charge the player
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AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
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AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
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AddCharacterToPlayersTeam( );
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// write the created imp merc
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WriteOutCurrentImpCharacter( ( UINT8 )( LaptopSaveInfo.iIMPIndex ) );
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fButtonPendingFlag = TRUE;
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iCurrentImpPage = IMP_HOME_PAGE;
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//Kaiden: Below is the Imp personality E-mail as it was.
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/*
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// send email notice
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//AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ) );
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AddFutureDayStrategicEvent( EVENT_DAY2_ADD_EMAIL_FROM_IMP, 60 * 7, 0, 2 );
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*/
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//Kaiden: And here is my Answer to the IMP E-mails only
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// profiling the last IMP made. You get the results immediately
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AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex );
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//RenderCharProfile( );
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ResetCharacterStats();
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//Display a popup msg box telling the user when and where the merc will arrive
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//DisplayPopUpBoxExplainingMercArrivalLocationAndTime( LaptopSaveInfo.iIMPIndex );
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//reset the id of the last merc so we dont get the DisplayPopUpBoxExplainingMercArrivalLocationAndTime() pop up box in another screen by accident
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LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = -1;
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}
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}
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}
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// fixed? by CJC Nov 28 2002
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void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason )
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{
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// btn callback for IMP Homepage About US button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if( btn->uiFlags & BUTTON_CLICKED_ON )
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{
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iCurrentImpPage = IMP_FINISH;
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/*
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LaptopSaveInfo.fIMPCompletedFlag = FALSE;
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ResetCharacterStats();
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fButtonPendingFlag = TRUE;
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iCurrentImpPage = IMP_HOME_PAGE;
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*/
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/*
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if( fNoAlreadySelected == TRUE )
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{
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// already selected no
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fButtonPendingFlag = TRUE;
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iCurrentImpPage = IMP_HOME_PAGE;
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}
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fNoAlreadySelected = TRUE;
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*/
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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}
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}
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}
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/*
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void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason )
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{
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// btn callback for IMP Homepage About US button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if( btn->uiFlags & BUTTON_CLICKED_ON )
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{
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LaptopSaveInfo.fIMPCompletedFlag = TRUE;
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if( fNoAlreadySelected == TRUE )
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{
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// already selected no
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fButtonPendingFlag = TRUE;
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iCurrentImpPage = IMP_HOME_PAGE;
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}
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fNoAlreadySelected = TRUE;
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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}
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}
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}
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*/
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#define PROFILE_HAS_SKILL_TRAIT( p, t ) ((p->bSkillTrait == t) || (p->bSkillTrait2 == t))
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void GiveItemsToPC( UINT8 ubProfileId )
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{
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MERCPROFILESTRUCT *pProfile;
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// gives starting items to merc
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// NOTE: Any guns should probably be from those available in regular gun set
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pProfile = &(gMercProfiles[ubProfileId]);
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// STANDARD EQUIPMENT
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GiveIMPItems(pProfile, 100, IMP_DEFAULT);
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GiveIMPRandomItems(pProfile, IMP_RANDOMDEFAULT);
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// kevlar vest, leggings, & helmet
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// MakeProfileInvItemThisSlot(pProfile, VESTPOS, FLAK_JACKET, 100, 1);
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GiveIMPItems (pProfile,pProfile->bWisdom,IMP_WISDOM);
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//if ( PreRandom( 100 ) < (UINT32) pProfile->bWisdom )
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//{
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// MakeProfileInvItemThisSlot(pProfile, HELMETPOS, STEEL_HELMET, 100, 1);
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//}
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// canteen
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// MakeProfileInvItemThisSlot(pProfile, SMALLPOCK4POS, CANTEEN, 100, 1);
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GiveIMPItems (pProfile,pProfile->bMarksmanship,IMP_MARKSMANSHIP);
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//Give ANY imp the calico
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// MakeProfileInvItemThisSlot( pProfile, HANDPOS, M950, 100, 1);
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//No ammo clip MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
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/*
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Ja25 IMP only gets 1 gun now
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if (pProfile->bMarksmanship >= 80)
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{
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// good shooters get a better & matching ammo
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MakeProfileInvItemThisSlot( pProfile, HANDPOS, MP5K, 100, 1);
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MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_30, 100, 2);
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}
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else
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{
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// Automatic pistol, with matching ammo
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MakeProfileInvItemThisSlot( pProfile, HANDPOS, BERETTA_93R, 100, 1 );
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MakeProfileInvItemThisSlot( pProfile, SMALLPOCK1POS, CLIP9_15, 100, 3 );
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}
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*/
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// OPTIONAL EQUIPMENT: depends on skills & special skills
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GiveIMPItems (pProfile,pProfile->bMedical,IMP_MEDICAL);
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//if (pProfile->bMedical >= 60)
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//{
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// // strong medics get full medic kit
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// MakeProfileInvItemAnySlot(pProfile, MEDICKIT, 100, 1);
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//}
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//else
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//if (pProfile->bMedical >= 30)
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//{
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// // passable medics get first aid kit
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// MakeProfileInvItemAnySlot(pProfile, FIRSTAIDKIT, 100, 1);
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//}
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GiveIMPItems (pProfile,pProfile->bMechanical,IMP_MECHANICAL);
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//if (pProfile->bMechanical >= 50)
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//{
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// // mechanics get toolkit
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// MakeProfileInvItemAnySlot(pProfile, TOOLKIT, 100, 1);
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//}
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GiveIMPItems (pProfile,pProfile->bExplosive,IMP_EXPLOSIVE);
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//if (pProfile->bExplosive >= 50)
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//{
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// // loonies get TNT & Detonator
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//MakeProfileInvItemAnySlot(pProfile, TNT, 100, 1);
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//MakeProfileInvItemAnySlot(pProfile, DETONATOR, 100, 1);
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//}
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GiveIMPItems (pProfile,pProfile->bAgility,IMP_AGILITY);
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GiveIMPItems (pProfile,pProfile->bDexterity,IMP_DEXTERITY);
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GiveIMPItems (pProfile,pProfile->bStrength,IMP_STRENGTH);
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GiveIMPItems (pProfile,pProfile->bLifeMax,IMP_HEALTH);
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GiveIMPItems (pProfile,pProfile->bLeadership,IMP_LEADERSHIP);
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// check for special skills
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if (PROFILE_HAS_SKILL_TRAIT(pProfile, LOCKPICKING) && ( iMechanical ) )
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{
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//MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1);
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GiveIMPRandomItems(pProfile,IMP_LOCKPICKING);
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}
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if (PROFILE_HAS_SKILL_TRAIT(pProfile, HANDTOHAND))
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{
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//MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1);
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GiveIMPRandomItems(pProfile,IMP_HTH);
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}
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if (PROFILE_HAS_SKILL_TRAIT(pProfile, ELECTRONICS) && ( iMechanical ) )
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{
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//MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1);
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GiveIMPRandomItems(pProfile,IMP_ELECTRONICS);
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}
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if (PROFILE_HAS_SKILL_TRAIT(pProfile, NIGHTOPS))
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{
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// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2);
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GiveIMPRandomItems(pProfile,IMP_NIGHTOPS);
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}
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if (PROFILE_HAS_SKILL_TRAIT(pProfile, THROWING))
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{
|
|
// 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
|
|
// WDS - Clean up inventory handling
|
|
gMercProfiles[ iProfileId ].CopyNewInventoryToOld();
|
|
if (!FileWrite(hFile, &gMercProfiles[ iProfileId ], SIZEOF_MERCPROFILESTRUCT_POD, &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
|
|
// WDS - Clean up inventory handling
|
|
if (!FileRead(hFile, &gMercProfiles[ iProfileId ] , SIZEOF_MERCPROFILESTRUCT_POD, &uiBytesRead))
|
|
{
|
|
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
|
|
return FALSE;
|
|
}
|
|
gMercProfiles[ iProfileId ].CopyOldInventoryToNew();
|
|
|
|
// 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;
|
|
}
|
|
|
|
|
|
}
|
|
|