Files
source/Laptop/IMP Confirm.cpp
T
MaddMugsy 13a8319fbb -ammo weights affected by # bullets remaining
-added code to support urban, desert and snow camo

2 issues:

1. Need to test this to make sure it works, since I'm at work.  I'll test it all out tonight.

2. There is no Snow terrain type.  Anyone have any great ideas on how to test for it?

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-08-03 23:55:44 +00:00

901 lines
23 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"
#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);
// callbacks
void BtnIMPConfirmNo( GUI_BUTTON *btn,INT32 reason );
void BtnIMPConfirmYes( GUI_BUTTON *btn,INT32 reason );
void EnterIMPConfirm( void )
{
// create buttons
CreateConfirmButtons( );
return;
}
void RenderIMPConfirm( void )
{
// the background
RenderProfileBackGround( );
// indent
RenderAvgMercIndentFrame(90, 40 );
// highlight answer
PrintImpText( );
return;
}
void ExitIMPConfirm( void )
{
// destroy buttons
DestroyConfirmButtons( );
return;
}
void HandleIMPConfirm( void )
{
return;
}
void CreateConfirmButtons( void )
{
// create buttons for confirm screen
giIMPConfirmButtonImage[0]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 );
giIMPConfirmButton[0] = CreateIconAndTextButton( giIMPConfirmButtonImage[0], pImpButtonText[ 16 ], FONT12ARIAL,
FONT_WHITE, DEFAULT_SHADOW,
FONT_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 254 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmYes);
giIMPConfirmButtonImage[1]= LoadButtonImage( "LAPTOP\\button_2.sti" ,-1,0,-1,1,-1 );
giIMPConfirmButton[1] = CreateIconAndTextButton( giIMPConfirmButtonImage[ 1 ], pImpButtonText[ 17 ], FONT12ARIAL,
FONT_WHITE, DEFAULT_SHADOW,
FONT_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
LAPTOP_SCREEN_UL_X + ( 136 ), LAPTOP_SCREEN_WEB_UL_Y + ( 314 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPConfirmNo);
SetButtonCursor(giIMPConfirmButton[ 0 ], CURSOR_WWW);
SetButtonCursor(giIMPConfirmButton[ 1 ], CURSOR_WWW);
return;
}
void DestroyConfirmButtons( void )
{
// destroy buttons for confirm screen
RemoveButton(giIMPConfirmButton[ 0 ] );
UnloadButtonImage(giIMPConfirmButtonImage[ 0 ] );
RemoveButton(giIMPConfirmButton[ 1 ] );
UnloadButtonImage(giIMPConfirmButtonImage[ 1 ] );
return;
}
BOOLEAN AddCharacterToPlayersTeam( void )
{
MERC_HIRE_STRUCT HireMercStruct;
// last minute chage to make sure merc with right facehas not only the right body but body specific skills...
// ie..small mercs have martial arts..but big guys and women don't don't
HandleMercStatsForChangesInFace( );
memset(&HireMercStruct, 0, sizeof(MERC_HIRE_STRUCT));
HireMercStruct.ubProfileID = ( UINT8 )( PLAYER_GENERATED_CHARACTER_ID + LaptopSaveInfo.iVoiceId ) ;
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)(PLAYER_GENERATED_CHARACTER_ID + LaptopSaveInfo.iVoiceId), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
AddCharacterToPlayersTeam( );
// write the created imp merc
WriteOutCurrentImpCharacter( ( UINT8 )( PLAYER_GENERATED_CHARACTER_ID + LaptopSaveInfo.iVoiceId ) );
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
// But they should become different per different IMP.
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ) );
//RenderCharProfile( );
ResetCharacterStats();
//Display a popup msg box telling the user when and where the merc will arrive
//DisplayPopUpBoxExplainingMercArrivalLocationAndTime( PLAYER_GENERATED_CHARACTER_ID + LaptopSaveInfo.iVoiceId );
//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);
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)
{
UINT32 uiPos;
// 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))
{
return;
}
// write out the portrait id
if (!FileWrite(hFile, &iPortraitNumber, sizeof( INT32 ), &uiBytesWritten))
{
return;
}
// write out the profile itself
if (!FileWrite(hFile, &gMercProfiles[ iProfileId ], sizeof( MERCPROFILESTRUCT ), &uiBytesWritten))
{
return;
}
// close file
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", (STR) zFileName));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %d", FileExistsNoDB(zFileName) ));
return FileExistsNoDB(zFileName);
}
void 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 )
{
return;
}
// read in the profile
if (!FileRead(hFile, &iProfileId,sizeof( INT32 ), &uiBytesRead))
{
return;
}
// read in the portrait
if (!FileRead(hFile, &iPortraitNumber ,sizeof( INT32 ), &uiBytesRead))
{
return;
}
// read in the profile
if (!FileRead(hFile, &gMercProfiles[ iProfileId ] ,sizeof( MERCPROFILESTRUCT ), &uiBytesRead))
{
return;
}
// close file
FileClose(hFile);
if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
{
// not enough
return;
}
// 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.iVoiceId = iProfileId - PLAYER_GENERATED_CHARACTER_ID;
AddCharacterToPlayersTeam( );
AddFutureDayStrategicEvent( EVENT_DAY2_ADD_EMAIL_FROM_IMP, 60 * 7, 0, 2 );
LaptopSaveInfo.fIMPCompletedFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
fLoadingCharacterForPreviousImpProfile = FALSE;
return;
}
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(3)));
}
// 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,(1+Random(3)));
}
}
}
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,(1+Random(3)));
}
// 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,(1+Random(3)));
}
}
iChoice--;
if (iChoice < 0)
iChoice = 0;
}
}