Files
source/Tactical/Arms Dealer Init.h
T
Wanne 91087ca8c0 ************************************************************
* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-01-18 09:11:09 +00:00

369 lines
14 KiB
C++

#ifndef _ARMS_DEALERS_INIT__H_
#define _ARMS_DEALERS_INIT__H_
#include "Store Inventory.h"
//enums for the various arms dealers
enum
{
ARMS_DEALER_TONY,
ARMS_DEALER_FRANZ,
ARMS_DEALER_KEITH,
ARMS_DEALER_JAKE,
ARMS_DEALER_GABBY,
ARMS_DEALER_DEVIN,
ARMS_DEALER_HOWARD,
ARMS_DEALER_SAM,
ARMS_DEALER_FRANK,
ARMS_DEALER_BAR_BRO_1,
ARMS_DEALER_BAR_BRO_2,
ARMS_DEALER_BAR_BRO_3,
ARMS_DEALER_BAR_BRO_4,
ARMS_DEALER_MICKY,
ARMS_DEALER_ARNIE,
ARMS_DEALER_FREDO,
ARMS_DEALER_PERKO,
// added only in GameVersion 54
ARMS_DEALER_ELGIN,
// added only in GameVersion 55
ARMS_DEALER_MANNY,
NUM_ARMS_DEALERS,
};
#define NUM_ORIGINAL_ARMS_DEALERS 19
//the enums for the different kinds of arms dealers
enum
{
ARMS_DEALER_BUYS_SELLS,
ARMS_DEALER_SELLS_ONLY,
ARMS_DEALER_BUYS_ONLY,
ARMS_DEALER_REPAIRS,
};
//The following defines indicate what items can be sold by the arms dealer
#define ARMS_DEALER_HANDGUNCLASS 0x00000001
#define ARMS_DEALER_SMGCLASS 0x00000002
#define ARMS_DEALER_RIFLECLASS 0x00000004
#define ARMS_DEALER_MGCLASS 0x00000008
#define ARMS_DEALER_SHOTGUNCLASS 0x00000010
#define ARMS_DEALER_KNIFECLASS 0x00000020
#define ARMS_DEALER_BLADE 0x00000040
#define ARMS_DEALER_LAUNCHER 0x00000080
#define ARMS_DEALER_ARMOUR 0x00000100
#define ARMS_DEALER_MEDKIT 0x00000200
#define ARMS_DEALER_MISC 0x00000400
#define ARMS_DEALER_AMMO 0x00000800
#define ARMS_DEALER_GRENADE 0x00001000
#define ARMS_DEALER_BOMB 0x00002000
#define ARMS_DEALER_EXPLOSV 0x00004000
#define ARMS_DEALER_KIT 0x00008000
#define ARMS_DEALER_FACE 0x00010000
//#define ARMS_DEALER_THROWN 0x00020000
//#define ARMS_DEALER_KEY 0x00040000
//#define ARMS_DEALER_VIDEO_CAMERA 0x00020000
#define ARMS_DEALER_DETONATORS 0x00040000
#define ARMS_DEALER_ATTACHMENTS 0x00080000
#define ARMS_DEALER_ALCOHOL 0x00100000
#define ARMS_DEALER_ELECTRONICS 0x00200000
#define ARMS_DEALER_HARDWARE 0x00400000 | ARMS_DEALER_KIT
#define ARMS_DEALER_MEDICAL 0x00800000 | ARMS_DEALER_MEDKIT
//#define ARMS_DEALER_EMPTY_JAR 0x01000000
#define ARMS_DEALER_CREATURE_PARTS 0x02000000
#define ARMS_DEALER_ROCKET_RIFLE 0x04000000
#define ARMS_DEALER_ONLY_USED_ITEMS 0x08000000
#define ARMS_DEALER_GIVES_CHANGE 0x10000000 //The arms dealer will give the required change when doing a transaction
#define ARMS_DEALER_ACCEPTS_GIFTS 0x20000000 //The arms dealer is the kind of person who will accept gifts
#define ARMS_DEALER_SOME_USED_ITEMS 0x40000000 //The arms dealer can have used items in his inventory
#define ARMS_DEALER_HAS_NO_INVENTORY 0x80000000 //The arms dealer does not carry any inventory
#define ARMS_DEALER_ALL_GUNS ARMS_DEALER_HANDGUNCLASS | ARMS_DEALER_SMGCLASS | ARMS_DEALER_RIFLECLASS | ARMS_DEALER_MGCLASS | ARMS_DEALER_SHOTGUNCLASS
#define ARMS_DEALER_BIG_GUNS ARMS_DEALER_SMGCLASS | ARMS_DEALER_RIFLECLASS | ARMS_DEALER_MGCLASS | ARMS_DEALER_SHOTGUNCLASS
#define ARMS_DEALER_ALL_WEAPONS ARMS_DEALER_ALL_GUNS | ARMS_DEALER_BLADE | ARMS_DEALER_LAUNCHER | ARMS_DEALER_KNIFECLASS
//
// Specific Dealer Flags
// NOTE: Each dealer has 8 flags, but different dealers can and SHOULD share the same flag #s!
//
// Alex Fredo
#define ARMS_DEALER_FLAG__FREDO_HAS_SAID_ROCKET_RIFLE_QUOTE 0x00000001 // Alex Fredo has already repaired the Rocket Rifle
// Franz Hinkle
#define ARMS_DEALER_FLAG__FRANZ_HAS_SOLD_VIDEO_CAMERA_TO_PLAYER 0x00000001 // Franz Hinkle has sold the video camera to the player
// THIS STRUCTURE HAS UNCHANGING INFO THAT DOESN'T GET SAVED/RESTORED/RESET
typedef struct
{
union
{
struct
{
FLOAT dBuyModifier; // The price modifier used when this dealer is BUYING something.
FLOAT dSellModifier; // The price modifier used when this dealer is SELLING something.
};
struct
{
FLOAT dRepairSpeed; // Modifier to the speed at which a repairman repairs things
FLOAT dRepairCost; // Modifier to the price a repairman charges for repairs
};
};
UINT8 ubShopKeeperID; // Merc Id for the dealer
UINT8 ubTypeOfArmsDealer; // Whether he buys/sells, sells, buys, or repairs
INT32 iInitialCash; // How much cash dealer starts with (we now reset to this amount once / day)
UINT32 uiFlags; // various flags which control the dealer's operations
UINT32 dailyIncrement;
UINT32 dailyMaximum;
UINT32 dailyRetained; // %
UINT32 minCoolness; // 0-10
UINT32 maxCoolness; // 0-10
UINT32 addToCoolness; // 0-10
UINT32 coolnessProgressRate; // %
UINT32 daysDelayMin; // 1-10
UINT32 daysDelayMax; // 1-10
bool useBRSetting;
bool allInventoryAlwaysAvailable;
} ARMS_DEALER_INFO;
// THIS STRUCTURE GETS SAVED/RESTORED/RESET
class OLD_ARMS_DEALER_STATUS_101
{
public:
UINT32 uiArmsDealersCash; // How much money the arms dealer currently has
UINT8 ubSpecificDealerFlags; // Misc state flags for specific dealers
BOOLEAN fOutOfBusiness; // Set when a dealer has been killed, etc.
BOOLEAN fRepairDelayBeenUsed; // Set when a repairman has missed his repair time estimate & given his excuse for it
BOOLEAN fUnusedKnowsPlayer; // Set if the shopkeeper has met with the player before [UNUSED]
UINT32 uiTimePlayerLastInSKI; // game time (in total world minutes) when player last talked to this dealer in SKI
UINT8 ubPadding[ 8 ];
};
// THIS STRUCTURE GETS SAVED/RESTORED/RESET
class ARMS_DEALER_STATUS
{
public:
ARMS_DEALER_STATUS() {initialize();};
ARMS_DEALER_STATUS& operator=(const OLD_ARMS_DEALER_STATUS_101& status);
void initialize();
BOOLEAN Save(HWFILE hFile);
BOOLEAN Load(HWFILE hFile);
UINT32 uiArmsDealersCash; // How much money the arms dealer currently has
UINT8 ubSpecificDealerFlags; // Misc state flags for specific dealers
BOOLEAN fOutOfBusiness; // Set when a dealer has been killed, etc.
BOOLEAN fRepairDelayBeenUsed; // Set when a repairman has missed his repair time estimate & given his excuse for it
BOOLEAN fUnusedKnowsPlayer; // Set if the shopkeeper has met with the player before [UNUSED]
UINT32 uiTimePlayerLastInSKI; // game time (in total world minutes) when player last talked to this dealer in SKI
UINT16 ubStrayAmmo[MAXITEMS]; // partially-depleted ammo mags are stored here as #bullets, and can be converted to full packs
BOOLEAN fPreviouslyEligible[MAXITEMS]; // whether or not dealer has been eligible to sell this item in days prior to today
};
class OLD_SPECIAL_ITEM_INFO_101
{
public:
UINT16 usAttachment[OLD_MAX_ATTACHMENTS_101]; // item index of any attachments on the item
INT8 bItemCondition; // if 0, no item is stored
// from 1 to 100 indicates an item with that status
// -1 to -100 means the item is in for repairs, flip sign for the actual status
UINT8 ubImprintID; // imprint ID for imprinted items (during repair!)
INT8 bAttachmentStatus[OLD_MAX_ATTACHMENTS_101]; // status of any attachments on the item
UINT8 ubPadding[2]; // filler
};
class OLD_DEALER_SPECIAL_ITEM_101
{
public:
// Individual "special" items are stored here as needed, *one* per slot
// An item is special if it is used (status < 100), has been imprinted, or has a permanent attachment
OLD_SPECIAL_ITEM_INFO_101 oldInfo;
UINT32 uiRepairDoneTime; // If the item is in for repairs, this holds the time when it will be repaired (in min)
BOOLEAN fActive; // TRUE means an item is stored here (empty elements may not always be freed immediately)
UINT8 ubOwnerProfileId; // stores which merc previously owned an item being repaired
UINT8 ubPadding[6]; // filler
};
class OLD_DEALER_ITEM_HEADER_101
{
public:
// Non-special items are all the identical and are totaled inside ubPerfectItems.
// Items being repaired are also stored here, with a negative condition.
// NOTE: special item elements may remain allocated long after item has been removed, to reduce memory fragmentation!!!
UINT8 ubTotalItems; // sum of all the items (all perfect ones + all special ones)
UINT8 ubPerfectItems; // non-special (perfect) items held by dealer
UINT8 ubStrayAmmo; // partially-depleted ammo mags are stored here as #bullets, and can be converted to full packs
UINT8 ubElementsAlloced; // number of DEALER_SPECIAL_ITEM array elements alloced for the special item array
OLD_DEALER_SPECIAL_ITEM_101 *SpecialItem; // dynamic array of special items with this same item index
UINT32 uiOrderArrivalTime; // Day the items ordered will arrive on. It's UINT32 in case we change this to minutes.
UINT8 ubQtyOnOrder; // The number of items currently on order
BOOLEAN fPreviouslyEligible; // whether or not dealer has been eligible to sell this item in days prior to today
UINT8 ubPadding[2]; // filler
};
class DEALER_SPECIAL_ITEM
{
public:
DEALER_SPECIAL_ITEM() {initialize();};
void ConvertFrom101(OLD_DEALER_ITEM_HEADER_101& header, OLD_DEALER_SPECIAL_ITEM_101& special, int ubArmsDealer, int usItemIndex);
BOOLEAN Save(HWFILE hFile);
BOOLEAN Load(HWFILE hFile);
void initialize();
bool operator == (const DEALER_SPECIAL_ITEM& compare);
bool IsUnderRepair() {return bItemCondition < 0;};
bool IsBeingOrdered() {return ubQtyOnOrder > 0;};
bool ItemIsInInventory() {return (this->object.exists() == true && this->IsBeingOrdered() == false);};
//data from OLD_SPECIAL_ITEM_INFO_101
//UINT8 ubImprintID; // imprint ID for imprinted items (during repair!)
INT16 bItemCondition; // if 0, no item is stored
// from 1 to 100 indicates an item with that status
// -1 to -100 means the item is in for repairs, flip sign for the actual status
//data from OLD_DEALER_SPECIAL_ITEM_101
UINT32 uiRepairDoneTime; // If the item is in for repairs, this holds the time when it will be repaired (in min)
//BOOLEAN fActive; // TRUE means an item is stored here (empty elements may not always be freed immediately)
UINT8 ubOwnerProfileId; // stores which merc previously owned an item being repaired
//data from OLD_DEALER_ITEM_HEADER_101
UINT32 uiOrderArrivalTime; // Day the items ordered will arrive on. It's UINT32 in case we change this to minutes.
UINT8 ubQtyOnOrder; // The number of items currently on order
char endOfPod;
OBJECTTYPE object;
};
#define SIZEOF_DEALER_SPECIAL_ITEM_POD offsetof(DEALER_SPECIAL_ITEM, endOfPod)
typedef std::list<DEALER_SPECIAL_ITEM> DealerItemList;
extern std::vector<DealerItemList> gArmsDealersInventory;
void OrderDealerItems(int armsDealer, int usItem, int numItems, int arrivalDay);
extern const ARMS_DEALER_INFO DefaultarmsDealerInfo[ NUM_ARMS_DEALERS ];
extern std::vector<ARMS_DEALER_INFO> armsDealerInfo;
extern ARMS_DEALER_STATUS gArmsDealerStatus[ NUM_ARMS_DEALERS ];
void InitAllArmsDealers();
void ShutDownArmsDealers();
void InitializeOneArmsDealer( UINT8 ubArmsDealer );
bool ItemIsSpecial(DEALER_SPECIAL_ITEM& item);
UINT32 GetArmsDealerItemTypeFromItemNumber( UINT16 usItem );
//Count every single item the dealer has in stock
//UINT32 CountTotalItemsInArmsDealersInventory( UINT8 ubArmsDealer );
//Count only the # of "distinct" item types (for shopkeeper purposes)
UINT16 CountTotalItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer );
UINT8 CountSpecificItemsRepairDealerHasInForRepairs( UINT8 ubArmsDealer, UINT16 usItemIndex );
void AddObjectToArmsDealerInventory( UINT8 ubArmsDealer, OBJECTTYPE *pObject );
void RemoveItemFromArmsDealerInventory( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubHowMany, OBJECTTYPE *pObj = NULL );
BOOLEAN IsMercADealer( UINT8 ubMercID );
INT8 GetArmsDealerIDFromMercID( UINT8 ubMercID );
BOOLEAN SaveArmsDealerInventoryToSaveGameFile( HWFILE hFile );
void DailyUpdateOfArmsDealersInventory();
UINT8 GetTypeOfArmsDealer( UINT8 ubDealerID );
BOOLEAN DoesDealerDoRepairs( UINT8 ubArmsDealer );
BOOLEAN RepairmanIsFixingItemsButNoneAreDoneYet( UINT8 ubProfileID );
UINT32 GetTimeToFixItemBeingRepaired( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubElement );
BOOLEAN CanDealerTransactItem( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN fPurchaseFromPlayer );
BOOLEAN CanDealerRepairItem( UINT8 ubArmsDealer, UINT16 usItemIndex );
BOOLEAN AddDeadArmsDealerItemsToWorld( UINT8 ubMercID );
void MakeObjectOutOfDealerItems( DEALER_SPECIAL_ITEM *pSpclItemInfo, OBJECTTYPE *pObject );
void CreateObjectForDealer( int usItem, int status, int numObjects, OBJECTTYPE *pObject );
void GiveObjectToArmsDealerForRepair( UINT8 ubArmsDealer, OBJECTTYPE *pObject, UINT8 ubOwnerProfileId );
void GiveItemToArmsDealerforRepair( UINT8 ubArmsDealer, OBJECTTYPE* pObject, UINT8 ubOwnerProfileId );
UINT32 WhenWillRepairmanBeAllDoneRepairing( UINT8 ubArmsDealer );
UINT32 CalculateObjectItemRepairTime( UINT8 ubArmsDealer, OBJECTTYPE *pItemObject );
UINT32 CalculateSimpleItemRepairTime( UINT8 ubArmsDealer, UINT16 usItemIndex, INT16 bItemCondition );
UINT32 CalculateObjectItemRepairCost( UINT8 ubArmsDealer, OBJECTTYPE *pItemObject );
UINT32 CalculateSimpleItemRepairCost( UINT8 ubArmsDealer, UINT16 usItemIndex, INT16 bItemCondition );
UINT16 CalcValueOfItemToDealer( UINT8 ubArmsDealer, UINT16 usItemIndex, BOOLEAN fDealerSelling );
UINT32 CalculateOvernightRepairDelay( UINT8 ubArmsDealer, UINT32 uiTimeWhenFreeToStartIt, UINT32 uiMinutesToFix );
UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UINT32 uiEndTime );
extern void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubHowMany );
#endif