Files
source/Laptop/IMP Skill Trait.cpp
T
kitty624 682dbaa8fc Alternative IMP Background Selection
- two new options in ja2options.ini
 ALTERNATIVE IMP CREATION
- adds new additional backgrounds, exclusive to this option
- which IMP backgrounds will be available at selection is determined by previously made choices for skills, character traits and disablities
- if a tag in background is contradicting to content of skill/character/disability, it won't be shown at selection
- what's considered contradicting is based on what's been found in code for conntent of skill/character/disability
- i.e. HeatIntolerant adds a penalty for desert and tropical sectors, so don't show backgrounds that add bonus for those sectortypes instead
- a new tag <alt_impcreation, has been added to backgrounds for this as well
- if that tag is found, it will be considered as additional IMP background exclusive to the option

REDUCED IMP CREATION
- same as above, but this time only the new additional backgrounds will be avaialable at selection
- same rules for possible restrictions to be shown

ALTERNATIVE IMP CREATION is required for REDUCED IMP CREATION to work

For ja2options.ini, a new category, "Backgrounds" was created.
This will contain the two new options and the general option to enable backgrounds

Accompanying changes in gamedir:

INIEditorJA2Options.xml
ja2options.ini
backgrounds.xml
2024-03-19 19:37:16 +01:00

1721 lines
52 KiB
C++

#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
#include "IMP Minor Trait.h"
#include "Soldier Profile.h"
#include "personnel.h" // added by Flugente
//*******************************************************************
//
// Local Defines
//
//*******************************************************************
#define IMP_SKILL_TRAIT__TITLE_FONT FONT14ARIAL
#define IMP_SKILL_TRAIT__FONT FONT12ARIAL
#define IMP_SKILL_TRAIT__COLOR FONT_MCOLOR_WHITE
#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__NONE_BTN_LOC_Y ( LAPTOP_SCREEN_WEB_UL_Y + 306 ) // added this one - SANDRO
#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__GREY_BOX_OFFSET_X 5
#define IMP_SKILL_TRAIT__GREY_BOX_OFFSET_Y 7
#define NEWTRAIT_EXPERT_OFFSET 12 // Flugente: offset between normal and expert trait strings
// Flugente: Due to the unfortunate nature of our enums, they do not match the trait numbers. We thus have to remap them when obtaining their description
UINT8 gusNewMajorTraitRemap[IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS] =
{
AUTO_WEAPONS_NT, // IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS
HEAVY_WEAPONS_NT, // IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS
SNIPER_NT, // IMP_SKILL_TRAITS_NEW_PROF_SNIPER
RANGER_NT, // IMP_SKILL_TRAITS_NEW_RANGER
GUNSLINGER_NT, // IMP_SKILL_TRAITS_NEW_GUNSLINGER
MARTIAL_ARTS_NT, // IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS
SQUADLEADER_NT, // IMP_SKILL_TRAITS_NEW_SQUADLEADER
TECHNICIAN_NT, // IMP_SKILL_TRAITS_NEW_TECHNICIAN
DOCTOR_NT, // IMP_SKILL_TRAITS_NEW_DOCTOR
COVERT_NT, // IMP_SKILL_TRAITS_NEW_COVERT
NO_SKILLTRAIT_NT, // IMP_SKILL_TRAITS_NEW_MAJOR_NONE
};
//shadooow: same as above but for old skill traits
UINT8 gusOldMajorTraitRemap[IMP_SKILL_TRAITS__NUMBER_SKILLS] =
{
LOCKPICKING_OT,
HANDTOHAND_OT,
ELECTRONICS_OT,
NIGHTOPS_OT,
THROWING_OT,
TEACHING_OT,
HEAVY_WEAPS_OT,
AUTO_WEAPS_OT,
STEALTHY_OT,
AMBIDEXT_OT,
KNIFING_OT,
PROF_SNIPER_OT,
CAMOUFLAGED_OT,
MARTIALARTS_OT,
NO_SKILLTRAIT_OT,
};
//*******************************************************************
//
// Global Variables
//
//*******************************************************************
BOOLEAN gfSkillTraitQuestions[ 20 ];
BOOLEAN gfSkillTraitQuestions2[ 20 ];
BOOLEAN gfIST_Redraw=FALSE;
// these are the buttons for the questions
INT32 giIMPSkillTraitAnswerButton[ 20 ];
INT32 giIMPSkillTraitAnswerButton2[ 20 ];
INT32 giIMPSkillTraitAnswerButtonImage[ 20 ];
INT32 giIMPSkillTraitAnswerButtonImage2[ 20 ];
// this is the Done buttons
INT32 giIMPSkillTraitFinsihButton;
INT32 giIMPSkillTraitFinsihButtonImage;
//BOOLEAN gfSkillTraitButtonChanged=FALSE;
INT8 gbLastSelectedTraits[ 10 ];
//image handle
UINT32 guiIST_GreyGoldBox;
//*******************************************************************
//
// Function Prototypes
//
//*******************************************************************
void BtnIMPSkillTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason);
void BtnIMPSkillTraitAnswerCallback2(GUI_BUTTON *btn,INT32 reason);
void BtnIMPSkillTraitFinishCallback(GUI_BUTTON *btn,INT32 reason);
void AddImpSkillTraitButtons();
void HandleSkillTraitButtonStates( );
void HandleIMPSkillTraitAnswers( UINT32 uiSkillPressed, BOOLEAN fSecondTrait );
void IMPSkillTraitDisplaySkills();
BOOLEAN ShouldTraitBeSkipped( UINT32 uiTrait );
//void AddSelectedSkillsToSkillsList(); // SANDRO - second declaration not needed
void HandleLastSelectedTraits( INT8 bNewTrait );
INT8 GetLastSelectedSkill( void );
BOOLEAN CameBackToSpecialtiesPageButNotFinished();
MOUSE_REGION gMR_SkillTraitHelpTextRegions[IMP_SKILL_TRAITS__NUMBER_SKILLS];
//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
if( gGameOptions.fNewTraitSystem )
{
gfSkillTraitQuestions[ IMP_SKILL_TRAITS_NEW_MAJOR_NONE ] = TRUE;
gfSkillTraitQuestions2[ IMP_SKILL_TRAITS_NEW_MAJOR_NONE ] = TRUE;
}
else
{
gfSkillTraitQuestions[ IMP_SKILL_TRAITS__NONE ] = TRUE;
gfSkillTraitQuestions2[ IMP_SKILL_TRAITS__NONE ] = TRUE;
}
}
HandleSkillTraitButtonStates( );
// add regions for help texts
UINT16 usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + 62;
UINT16 usPosY = IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y + 8;
for( UINT32 uiCnt=0; uiCnt < (UINT8)( gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS : IMP_SKILL_TRAITS__NUMBER_SKILLS ); ++uiCnt )
{
if( ShouldTraitBeSkipped( uiCnt ) )
{
//if its the none button
if( uiCnt == ( gGameOptions.fNewTraitSystem ? (IMP_SKILL_TRAITS_NEW_MAJOR_NONE-1) : (IMP_SKILL_TRAITS__NONE-1) ) )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + 62;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y + 8;
}
continue;
}
MSYS_DefineRegion( &gMR_SkillTraitHelpTextRegions[uiCnt], ( usPosX ), ( usPosY ),
(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, NULL );
MSYS_AddRegion( &gMR_SkillTraitHelpTextRegions[uiCnt] );
//Determine the next x location
if( uiCnt < (UINT8)(gGameOptions.fNewTraitSystem ? 4 : 6) )
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + 62;
else
usPosX = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X + 62;
//Determine the next Y location
if( uiCnt == (gGameOptions.fNewTraitSystem ? 4 : 6) )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y + 8;
else
{
if( gGameOptions.fNewTraitSystem )
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS + 5;
else
usPosY += IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
}
//if its the none button
if( uiCnt == (gGameOptions.fNewTraitSystem ? (IMP_SKILL_TRAITS_NEW_MAJOR_NONE-1) : (IMP_SKILL_TRAITS__NONE-1) ) )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + 62;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y + 8;
}
}
//reset last selecterd trait
memset( gbLastSelectedTraits, -1, 10 );
}
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 < ( gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS : IMP_SKILL_TRAITS__NUMBER_SKILLS ); iCnt++)
{
//if there is a button allocated
if( giIMPSkillTraitAnswerButton[iCnt] != -1 )
{
RemoveButton(giIMPSkillTraitAnswerButton[ iCnt ] );
UnloadButtonImage(giIMPSkillTraitAnswerButtonImage[ iCnt ] );
}
}
//remove the skill buttons
for(iCnt = 0; iCnt < ( gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS : IMP_SKILL_TRAITS__NUMBER_SKILLS ); iCnt++)
{
//if there is a button allocated
if( giIMPSkillTraitAnswerButton2[iCnt] != -1 )
{
RemoveButton(giIMPSkillTraitAnswerButton2[ iCnt ] );
UnloadButtonImage(giIMPSkillTraitAnswerButtonImage2[ iCnt ] );
}
}
RemoveButton( giIMPSkillTraitFinsihButton );
UnloadButtonImage( giIMPSkillTraitFinsihButtonImage );
// SANDRO - remove regions
for( iCnt=0; iCnt < ( gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS : IMP_SKILL_TRAITS__NUMBER_SKILLS); iCnt++ )
{
if( ShouldTraitBeSkipped( iCnt ) )
continue;
MSYS_RemoveRegion( &gMR_SkillTraitHelpTextRegions[iCnt] );
}
}
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;
INT32 iCntMax = 0;
INT8 iNumSkillsToStartRightColumn = 0;
UINT16 usPosX, usPosY, usSpaceBetweenButtons;
if ( gGameOptions.fNewTraitSystem )
{
iCntMax = IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS;
iNumSkillsToStartRightColumn = 4;
usSpaceBetweenButtons = IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS + 5;
}
else
{
iCntMax = IMP_SKILL_TRAITS__NUMBER_SKILLS;
iNumSkillsToStartRightColumn = 6;
usSpaceBetweenButtons = IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// FIRST COLUMN OF BUTTONS
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X;
usPosY = IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y;
for(iCnt = 0; iCnt < iCntMax; ++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 ) )
{
//if its the none button
if( iCnt == iCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y;
}
continue;
}
if( iCnt == 0 )
giIMPSkillTraitAnswerButtonImage[ iCnt ] = LoadButtonImage( "LAPTOP\\button_9a.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 < iNumSkillsToStartRightColumn )
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X;
else
usPosX = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X;
//Determine the next Y location
if( iCnt == iNumSkillsToStartRightColumn )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y;
else
usPosY += usSpaceBetweenButtons;
//if its the none button
if( iCnt == iCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////
// SECOND COLUMN OF BUTTONS
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + 26;
usPosY = IMP_SKILL_TRAIT__LEFT_COLUMN_START_Y;
for(iCnt = 0; iCnt < iCntMax; ++iCnt)
{
//reset
giIMPSkillTraitAnswerButton2[iCnt] = -1;
//if we are not DONE and are just reviewing
if( iCurrentProfileMode != IMP__FINISH )
{
gfSkillTraitQuestions2[ iCnt ] = FALSE;
}
//if the merc is a FEMALE, skip this skill cause there isnt any fenmal martial artists
if( ShouldTraitBeSkipped( iCnt ) )
{
//if its the none button
if( iCnt == iCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + 26;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y;
}
continue;
}
if( iCnt == 0 )
giIMPSkillTraitAnswerButtonImage2[ iCnt ] = LoadButtonImage( "LAPTOP\\button_9b.sti", -1,0,-1,1,-1 );
else
giIMPSkillTraitAnswerButtonImage2[ iCnt ] = UseLoadedButtonImage( giIMPSkillTraitAnswerButtonImage2[ 0 ], -1,0,-1,1,-1 );
giIMPSkillTraitAnswerButton2[iCnt] = QuickCreateButton( giIMPSkillTraitAnswerButtonImage2[ iCnt ], usPosX, usPosY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CALLBACK, (GUI_CALLBACK)BtnIMPSkillTraitAnswerCallback2);
//Set the button data
MSYS_SetBtnUserData( giIMPSkillTraitAnswerButton2[iCnt], 0, iCnt );
SetButtonCursor( giIMPSkillTraitAnswerButton2[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 < iNumSkillsToStartRightColumn )
usPosX = IMP_SKILL_TRAIT__LEFT_COLUMN_START_X + 26;
else
usPosX = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_X + 26;
//Determine the next Y location
if( iCnt == iNumSkillsToStartRightColumn )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y;
else
usPosY += usSpaceBetweenButtons;
//if its the none button
if( iCnt == iCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + 26;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y;
}
}
}
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 BtnIMPSkillTraitAnswerCallback2(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, TRUE );
}
}
void HandleIMPSkillTraitAnswers( UINT32 uiSkillPressed, BOOLEAN fSecondTrait )
{
UINT32 uiCnt, uiCntMax;
if ( gGameOptions.fNewTraitSystem )
uiCntMax = IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS;
else
uiCntMax = IMP_SKILL_TRAITS__NUMBER_SKILLS;
//if we are DONE and are just reviewing
if( iCurrentProfileMode == IMP__FINISH )
{
return;
}
//make sure its a valid skill
if( uiSkillPressed > uiCntMax )
{
Assert( 0 );
return;
}
if( !fSecondTrait )
{
//if its allready set
if( gfSkillTraitQuestions[ uiSkillPressed ] )
{
gfSkillTraitQuestions[ uiSkillPressed ] = FALSE;
BOOLEAN fNoSkillSelected = TRUE;
for ( uiCnt=0; uiCnt<(uiCntMax-1); uiCnt++ )
{
if ( gfSkillTraitQuestions[ uiCnt ] == TRUE )
fNoSkillSelected = FALSE;
}
if ( fNoSkillSelected )
{
// select NONE button
gfSkillTraitQuestions[ uiCntMax-1 ] = TRUE;
}
}
// if cannot have expert level of skill, don't continue
else if ( gfSkillTraitQuestions2[uiSkillPressed] && !TwoStagedTrait( gGameOptions.fNewTraitSystem ? gusNewMajorTraitRemap[uiSkillPressed] : uiSkillPressed ) )
{
//dont need to do anything
return;
}
else
{
// if the other trait has not been set yet, we rather set it now,
// instead of deselecting the already set one
if( gfSkillTraitQuestions2[ uiCntMax-1 ] == TRUE && gfSkillTraitQuestions[ uiCntMax-1 ] == FALSE && (uiSkillPressed != (uiCntMax-1)) )
{
// Unselect NONE button
gfSkillTraitQuestions2[ uiCntMax-1 ] = FALSE;
//Set the skill
gfSkillTraitQuestions2[ uiSkillPressed ] = TRUE;
}
else
{
if ( CountNumSkillTraitsSelected( FALSE ) < gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP && CountNumSkillTraitsSelected( FALSE ) < gSkillTraitValues.ubMaxNumberOfTraitsForIMP )
{
// we can select next one, simply do so
gfSkillTraitQuestions[ uiSkillPressed ] = TRUE;
// Unselect NONE button if necessary
gfSkillTraitQuestions[ uiCntMax-1 ] = FALSE;
HandleLastSelectedTraits( (INT8)uiSkillPressed );
}
else
{
if ( gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP == 2 )
{
//loop through all the skill and reset them
for( uiCnt=0; uiCnt<uiCntMax; ++uiCnt )
{
gfSkillTraitQuestions[ uiCnt ] = FALSE;
}
}
else
{
// we have to deselect last selected skill
if ( gfSkillTraitQuestions[ GetLastSelectedSkill() ] || gfSkillTraitQuestions2[ GetLastSelectedSkill() ] )
{
if ( gfSkillTraitQuestions[ GetLastSelectedSkill() ] )
{
gfSkillTraitQuestions[ GetLastSelectedSkill() ] = FALSE;
}
else
{
gfSkillTraitQuestions2[ GetLastSelectedSkill() ] = FALSE;
}
HandleLastSelectedTraits( -1 );
}
else
{
// something gone wrong, deselect the first one we can find
for( uiCnt=0; uiCnt<(uiCntMax-1); uiCnt++ )
{
if ( gfSkillTraitQuestions[ uiCnt ] == TRUE )
{
gfSkillTraitQuestions[ uiCnt ] = FALSE;
break;
}
if ( uiCnt >= (uiCntMax-2) )
{
for( uiCnt=0; uiCnt<(uiCntMax-1); uiCnt++ )
{
if ( gfSkillTraitQuestions2[ uiCnt ] == TRUE )
{
gfSkillTraitQuestions2[ uiCnt ] = FALSE;
break;
}
}
}
}
}
}
//Set the skill
gfSkillTraitQuestions[ uiSkillPressed ] = TRUE;
HandleLastSelectedTraits( (INT8)uiSkillPressed );
}
}
}
//Play the button sound
if( gfSkillTraitQuestions[ uiSkillPressed ] )
{
PlayButtonSound( giIMPSkillTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_ON );
}
else
{
PlayButtonSound( giIMPSkillTraitAnswerButton[ uiSkillPressed ], BUTTON_SOUND_CLICKED_OFF );
}
}
else
{
//if its allready set
if( gfSkillTraitQuestions2[ uiSkillPressed ] )
{
gfSkillTraitQuestions2[ uiSkillPressed ] = FALSE;
BOOLEAN fNoSkillSelected = TRUE;
for ( uiCnt=0; uiCnt<(uiCntMax-1); ++uiCnt )
{
if ( gfSkillTraitQuestions2[ uiCnt ] == TRUE )
fNoSkillSelected = FALSE;
}
if ( fNoSkillSelected )
{
// select NONE button
gfSkillTraitQuestions2[ uiCntMax-1 ] = TRUE;
}
}
// if cannot have expert level of skill, don't continue
else if ( gfSkillTraitQuestions[uiSkillPressed] && !TwoStagedTrait( gGameOptions.fNewTraitSystem ? gusNewMajorTraitRemap[uiSkillPressed] : uiSkillPressed ) )
{
//dont need to do anything
return;
}
else
{
// if the other trait has not been set yet, we rather set it now,
// instead of deselecting the already set one
if( gfSkillTraitQuestions[ uiCntMax-1 ] == TRUE && gfSkillTraitQuestions2[ uiCntMax-1 ] == FALSE && (uiSkillPressed != (uiCntMax-1)) )
{
// Unselect NONE button
gfSkillTraitQuestions[ uiCntMax-1 ] = FALSE;
//Set the skill
gfSkillTraitQuestions[ uiSkillPressed ] = TRUE;
}
else
{
if ( CountNumSkillTraitsSelected( FALSE ) < gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP && CountNumSkillTraitsSelected( FALSE ) < gSkillTraitValues.ubMaxNumberOfTraitsForIMP )
{
// we can select next one, simply do so
gfSkillTraitQuestions2[ uiSkillPressed ] = TRUE;
// Unselect NONE button if necessary
gfSkillTraitQuestions2[ uiCntMax-1 ] = FALSE;
HandleLastSelectedTraits( (INT8)uiSkillPressed );
}
else
{
if ( gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP == 2 )
{
//loop through all the skill and reset them
for( uiCnt=0; uiCnt<uiCntMax; uiCnt++ )
{
gfSkillTraitQuestions2[ uiCnt ] = FALSE;
}
}
else
{
// we have to deselect last selected skill
if ( gfSkillTraitQuestions[ GetLastSelectedSkill() ] || gfSkillTraitQuestions2[ GetLastSelectedSkill() ] )
{
if ( gfSkillTraitQuestions2[ GetLastSelectedSkill() ] )
{
gfSkillTraitQuestions2[ GetLastSelectedSkill() ] = FALSE;
}
else
{
gfSkillTraitQuestions[ GetLastSelectedSkill() ] = FALSE;
}
HandleLastSelectedTraits( -1 );
}
else
{
// something gone wrong, deselect the first one we can find
for( uiCnt=0; uiCnt<(uiCntMax-1); uiCnt++ )
{
if ( gfSkillTraitQuestions2[ uiCnt ] == TRUE )
{
gfSkillTraitQuestions2[ uiCnt ] = FALSE;
break;
}
if ( uiCnt >= (uiCntMax-2) )
{
for( uiCnt=0; uiCnt<(uiCntMax-1); uiCnt++ )
{
if ( gfSkillTraitQuestions[ uiCnt ] == TRUE )
{
gfSkillTraitQuestions[ uiCnt ] = FALSE;
break;
}
}
}
}
}
}
//Set the skill
gfSkillTraitQuestions2[ uiSkillPressed ] = TRUE;
HandleLastSelectedTraits( (INT8)uiSkillPressed );
}
}
}
//Play the button sound
if( gfSkillTraitQuestions2[ uiSkillPressed ] )
{
PlayButtonSound( giIMPSkillTraitAnswerButton2[ uiSkillPressed ], BUTTON_SOUND_CLICKED_ON );
}
else
{
PlayButtonSound( giIMPSkillTraitAnswerButton2[ uiSkillPressed ], BUTTON_SOUND_CLICKED_OFF );
}
}
//update buttons
HandleSkillTraitButtonStates( );
//redraw the screen
gfIST_Redraw = TRUE;
}
INT8 CountNumSkillTraitsSelected( BOOLEAN fIncludeNoneSkill )
{
UINT32 uiCnt, uiCntMax;
INT8 iNumberSkills=0;
if ( gGameOptions.fNewTraitSystem )
uiCntMax = IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS;
else
uiCntMax = IMP_SKILL_TRAITS__NUMBER_SKILLS;
for( uiCnt=0; uiCnt < uiCntMax; ++uiCnt )
{
if( !fIncludeNoneSkill && (uiCnt == (uiCntMax-1)) )
continue;
//if the skill is selected ( ie depressed )
if( gfSkillTraitQuestions[ uiCnt ] )
{
++iNumberSkills;
}
if( gfSkillTraitQuestions2[ uiCnt ] )
{
++iNumberSkills;
}
}
return( iNumberSkills );
}
void HandleSkillTraitButtonStates( )
{
for ( INT32 uiCnt = 0; uiCnt<(gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS : 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;
}
if( gfSkillTraitQuestions2[ uiCnt ] )
{
ButtonList[ giIMPSkillTraitAnswerButton2[ uiCnt ] ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ giIMPSkillTraitAnswerButton2[ uiCnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
}
}
}
void IMPSkillTraitDisplaySkills()
{
UINT32 uiCnt, uiCntMax;
UINT16 usPosX, usPosY;
UINT16 usBoxPosX, usBoxPosY;
INT16 usSpaceBetweenButtons;
UINT8 uiNumSkillsToStartRightColumn;
HVOBJECT hImageHandle;
if ( gGameOptions.fNewTraitSystem )
{
uiCntMax = IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS;
uiNumSkillsToStartRightColumn = 4;
usSpaceBetweenButtons = IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS + 5;
//Display the title
DrawTextToScreen( gzIMPSkillTraitsTextNewMajor[ IMP_SKILL_TRAITS_NEW_NUMBER_MAJOR_SKILLS ], IMP_SKILL_TRAIT__TITLE_X, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, IMP_SKILL_TRAIT__TITLE_FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
else
{
uiCntMax = IMP_SKILL_TRAITS__NUMBER_SKILLS;
uiNumSkillsToStartRightColumn = 6;
usSpaceBetweenButtons = IMP_SKILL_TRAIT__SPACE_BTN_BUTTONS;
//Display the title
DrawTextToScreen( gzIMPSkillTraitsText[ IMP_SKILL_TRAITS__NUMBER_SKILLS ], IMP_SKILL_TRAIT__TITLE_X, LAPTOP_TITLE_Y, LAPTOP_TEXT_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<uiCntMax; 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 == uiCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y + IMP_SKILL_TRAIT__TEXT_OFFSET_Y;
}
continue;
}
//if the trait is selected
if( gfSkillTraitQuestions[ uiCnt ] || gfSkillTraitQuestions2[ 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
if( gGameOptions.fNewTraitSystem )
{
if ( gfSkillTraitQuestions[ uiCnt ] && gfSkillTraitQuestions2[ uiCnt ] && uiCnt != IMP_SKILL_TRAITS_NEW_MAJOR_NONE )
DrawTextToScreen( gzIMPSkillTraitsTextNewMajor[ uiCnt+12 ], usPosX, usPosY, 0, IMP_SKILL_TRAIT__FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
else
DrawTextToScreen( gzIMPSkillTraitsTextNewMajor[ uiCnt ], usPosX, usPosY, 0, IMP_SKILL_TRAIT__FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
else
{
if ( gfSkillTraitQuestions[ uiCnt ] && gfSkillTraitQuestions2[ uiCnt ] && uiCnt != IMP_SKILL_TRAITS__NONE )
{
CHAR16 sSkillTraitString[50];
swprintf(sSkillTraitString, L"%s %s", gzIMPSkillTraitsText[ uiCnt ], gzIMPSkillTraitsText[ IMP_SKILL_TRAITS__NUMBER_SKILLS+1 ]);
DrawTextToScreen( sSkillTraitString, usPosX, usPosY, 0, IMP_SKILL_TRAIT__FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
else
DrawTextToScreen( gzIMPSkillTraitsText[ uiCnt ], usPosX, usPosY, 0, IMP_SKILL_TRAIT__FONT, IMP_SKILL_TRAIT__COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
// assign help texts
CHAR16 apStr[5000];
swprintf( apStr, L"" );
AssignPersonnelSkillTraitHelpText(gGameOptions.fNewTraitSystem ? gusNewMajorTraitRemap[uiCnt] : gusOldMajorTraitRemap[uiCnt], ((gfSkillTraitQuestions[uiCnt] && gfSkillTraitQuestions2[uiCnt]) ? TRUE : FALSE), fCharacterIsMale && !bBigBodySelected( ), apStr );
// Set region help text
SetRegionFastHelpText( &(gMR_SkillTraitHelpTextRegions[uiCnt]), apStr );
SetRegionHelpEndCallback( &gMR_SkillTraitHelpTextRegions[uiCnt], MSYS_NO_CALLBACK );
//Determine the next x location
if( uiCnt < uiNumSkillsToStartRightColumn )
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 == uiNumSkillsToStartRightColumn )
usPosY = IMP_SKILL_TRAIT__RIGHT_COLUMN_START_Y + IMP_SKILL_TRAIT__TEXT_OFFSET_Y;
else
usPosY += usSpaceBetweenButtons;
//if its the none button
if( uiCnt == uiCntMax-2 )
{
usPosX = IMP_SKILL_TRAIT__NONE_BTN_LOC_X + IMP_SKILL_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_SKILL_TRAIT__NONE_BTN_LOC_Y + IMP_SKILL_TRAIT__TEXT_OFFSET_Y;
}
}
}
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( gGameOptions.fNewTraitSystem )
{
iCurrentImpPage = IMP_MINOR_TRAITS_PAGE;
fButtonPendingFlag = TRUE;
}
else
{
//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 );
}
}
INT32 DoesPlayerHaveExtraAttibutePointsToDistributeBasedOnSkillSelection()
{
INT32 iExtraPoints=0; // set to zero - SANDRO
INT32 bNumSkills=0;
//Count the number of skills selected
bNumSkills = CountNumSkillTraitsSelected( FALSE );
// Externilized bonus for not taking skills - SANDRO
if( gGameOptions.fNewTraitSystem )
{
// add selected minor traits
bNumSkills += CountNumMinorTraitsSelected( FALSE );
iExtraPoints = (max( 0, 3 - bNumSkills)) * (gGameExternalOptions.iBonusPointsPerSkillNotTaken);
}
else
{
iExtraPoints = (max( 0, 2 - bNumSkills)) * (gGameExternalOptions.iBonusPointsPerSkillNotTaken);
}
return( iExtraPoints );
}
BOOLEAN ShouldTraitBeSkipped( UINT32 uiTrait )
{
// there are no traits discriminating any gender in new trait system
if( gGameOptions.fNewTraitSystem )
{
return( FALSE );
}
else
{
// WANNE: No material arts selection allowed for big body types and females, because we don't have a material art animation on big body types!
if( uiTrait == IMP_SKILL_TRAITS__MARTIAL_ARTS && (!fCharacterIsMale || bBigBodySelected()) )
return( TRUE );
else
return( FALSE );
}
}
void AddSelectedSkillsToSkillsList()
{
INT32 uiCnt;
//loop through all the buttons and reset them
for( uiCnt=0; uiCnt<(gGameOptions.fNewTraitSystem ? IMP_SKILL_TRAITS_NEW_MAJOR_NONE : IMP_SKILL_TRAITS__NONE); uiCnt++ )
{
//if the trait is selected
if( gfSkillTraitQuestions[ uiCnt ] )
{
// ugly check for old/new traits - SANDRO
if( gGameOptions.fNewTraitSystem )
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS:
AddSkillToSkillList( AUTO_WEAPONS_NT );
break;
case IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS:
AddSkillToSkillList( HEAVY_WEAPONS_NT );
break;
case IMP_SKILL_TRAITS_NEW_PROF_SNIPER:
AddSkillToSkillList( SNIPER_NT );
break;
case IMP_SKILL_TRAITS_NEW_RANGER:
AddSkillToSkillList( RANGER_NT );
break;
case IMP_SKILL_TRAITS_NEW_GUNSLINGER:
AddSkillToSkillList( GUNSLINGER_NT );
break;
case IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS:
AddSkillToSkillList( MARTIAL_ARTS_NT );
break;
case IMP_SKILL_TRAITS_NEW_SQUADLEADER:
AddSkillToSkillList( SQUADLEADER_NT );
break;
case IMP_SKILL_TRAITS_NEW_TECHNICIAN:
AddSkillToSkillList( TECHNICIAN_NT );
break;
case IMP_SKILL_TRAITS_NEW_DOCTOR:
AddSkillToSkillList( DOCTOR_NT );
break;
case IMP_SKILL_TRAITS_NEW_COVERT:
AddSkillToSkillList( COVERT_NT );
break;
default:
break;
}
}
else
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS__LOCKPICK:
AddSkillToSkillList( LOCKPICKING_OT );
break;
case IMP_SKILL_TRAITS__HAND_2_HAND:
AddSkillToSkillList( HANDTOHAND_OT );
break;
case IMP_SKILL_TRAITS__ELECTRONICS:
AddSkillToSkillList( ELECTRONICS_OT );
break;
case IMP_SKILL_TRAITS__NIGHT_OPS:
AddSkillToSkillList( NIGHTOPS_OT );
break;
case IMP_SKILL_TRAITS__THROWING:
AddSkillToSkillList( THROWING_OT );
break;
case IMP_SKILL_TRAITS__TEACHING:
AddSkillToSkillList( TEACHING_OT );
break;
case IMP_SKILL_TRAITS__HEAVY_WEAPONS:
AddSkillToSkillList( HEAVY_WEAPS_OT );
break;
case IMP_SKILL_TRAITS__AUTO_WEAPONS:
AddSkillToSkillList( AUTO_WEAPS_OT );
break;
case IMP_SKILL_TRAITS__STEALTHY:
AddSkillToSkillList( STEALTHY_OT );
break;
case IMP_SKILL_TRAITS__AMBIDEXTROUS:
AddSkillToSkillList( AMBIDEXT_OT );
break;
case IMP_SKILL_TRAITS__KNIFING:
AddSkillToSkillList( KNIFING_OT );
break;
case IMP_SKILL_TRAITS__PROF_SNIPER:
AddSkillToSkillList( PROF_SNIPER_OT );
break;
case IMP_SKILL_TRAITS__CAMO:
AddSkillToSkillList( CAMOUFLAGED_OT );
break;
case IMP_SKILL_TRAITS__MARTIAL_ARTS:
AddSkillToSkillList( MARTIALARTS_OT );
break;
default:
break;
}
}
}
//if the trait is selected
if( gfSkillTraitQuestions2[ uiCnt ] )
{
// ugly check for old/new traits - SANDRO
if( gGameOptions.fNewTraitSystem )
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS:
AddSkillToSkillList( AUTO_WEAPONS_NT );
break;
case IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS:
AddSkillToSkillList( HEAVY_WEAPONS_NT );
break;
case IMP_SKILL_TRAITS_NEW_PROF_SNIPER:
AddSkillToSkillList( SNIPER_NT );
break;
case IMP_SKILL_TRAITS_NEW_RANGER:
AddSkillToSkillList( RANGER_NT );
break;
case IMP_SKILL_TRAITS_NEW_GUNSLINGER:
AddSkillToSkillList( GUNSLINGER_NT );
break;
case IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS:
AddSkillToSkillList( MARTIAL_ARTS_NT );
break;
case IMP_SKILL_TRAITS_NEW_SQUADLEADER:
AddSkillToSkillList( SQUADLEADER_NT );
break;
case IMP_SKILL_TRAITS_NEW_TECHNICIAN:
AddSkillToSkillList( TECHNICIAN_NT );
break;
case IMP_SKILL_TRAITS_NEW_DOCTOR:
AddSkillToSkillList( DOCTOR_NT );
break;
case IMP_SKILL_TRAITS_NEW_COVERT:
AddSkillToSkillList( COVERT_NT );
break;
default:
break;
}
}
else
{
//switch on the trait, and add it to the list
switch( uiCnt )
{
case IMP_SKILL_TRAITS__LOCKPICK:
AddSkillToSkillList( LOCKPICKING_OT );
break;
case IMP_SKILL_TRAITS__HAND_2_HAND:
AddSkillToSkillList( HANDTOHAND_OT );
break;
case IMP_SKILL_TRAITS__ELECTRONICS:
if (gfSkillTraitQuestions[ uiCnt ] != gfSkillTraitQuestions2[ uiCnt ] )
AddSkillToSkillList( ELECTRONICS_OT );
break;
case IMP_SKILL_TRAITS__NIGHT_OPS:
AddSkillToSkillList( NIGHTOPS_OT );
break;
case IMP_SKILL_TRAITS__THROWING:
AddSkillToSkillList( THROWING_OT );
break;
case IMP_SKILL_TRAITS__TEACHING:
AddSkillToSkillList( TEACHING_OT );
break;
case IMP_SKILL_TRAITS__HEAVY_WEAPONS:
AddSkillToSkillList( HEAVY_WEAPS_OT );
break;
case IMP_SKILL_TRAITS__AUTO_WEAPONS:
AddSkillToSkillList( AUTO_WEAPS_OT );
break;
case IMP_SKILL_TRAITS__STEALTHY:
AddSkillToSkillList( STEALTHY_OT );
break;
case IMP_SKILL_TRAITS__AMBIDEXTROUS:
if (gfSkillTraitQuestions[ uiCnt ] != gfSkillTraitQuestions2[ uiCnt ] )
AddSkillToSkillList( AMBIDEXT_OT );
break;
case IMP_SKILL_TRAITS__KNIFING:
AddSkillToSkillList( KNIFING_OT );
break;
case IMP_SKILL_TRAITS__PROF_SNIPER:
AddSkillToSkillList( PROF_SNIPER_OT );
break;
case IMP_SKILL_TRAITS__CAMO:
if (gfSkillTraitQuestions[ uiCnt ] != gfSkillTraitQuestions2[ uiCnt ] )
AddSkillToSkillList( CAMOUFLAGED_OT );
break;
case IMP_SKILL_TRAITS__MARTIAL_ARTS:
AddSkillToSkillList( MARTIALARTS_OT );
break;
default:
break;
}
}
}
}
}
void HandleLastSelectedTraits( INT8 bNewTrait )
{
INT16 iCnt;
if (bNewTrait == -1)
{
// we only want to delete the last selected trait from list
for( iCnt=9; iCnt>=0; iCnt-- )
{
if ( gbLastSelectedTraits[ iCnt ] > 0 )
{
gbLastSelectedTraits[ iCnt ] = 0;
break;
}
}
}
else
{
for( iCnt=0; iCnt<9; iCnt++ )
{
gbLastSelectedTraits[ (iCnt + 1) ] = gbLastSelectedTraits[ iCnt ];
}
gbLastSelectedTraits[ 0 ] = bNewTrait;
}
}
INT8 GetLastSelectedSkill( void )
{
INT16 iCnt;
for( iCnt=9; iCnt>=0; iCnt-- )
{
if ( gbLastSelectedTraits[ iCnt ] > 0 )
{
return ( gbLastSelectedTraits[ iCnt ] );
break;
}
}
return ( 0 );
}
INT32 StrengthRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
minreq = max( minreq, 55 );
else
minreq = max( minreq, 40 );
}
return minreq;
}
INT32 AgilityRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 DexterityRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 HealthRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_MARTIAL_ARTS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 LeadershipRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
minreq = max( minreq, 50 );
else
minreq = max( minreq, 35 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_COVERT] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_COVERT] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_COVERT] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_COVERT] )
minreq = max( minreq, 45 );
else
minreq = max( minreq, 30 );
}
return minreq;
}
INT32 WisdomRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_SQUADLEADER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_SQUADLEADER] )
minreq = max( minreq, 75 );
else
minreq = max( minreq, 60 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_COVERT] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_COVERT] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_COVERT] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_COVERT] )
minreq = max( minreq, 75 );
else
minreq = max( minreq, 60 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
minreq = max( minreq, 65 );
else
minreq = max( minreq, 50 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 MarksmanshipRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_PROF_SNIPER] )
minreq = max( minreq, 80 );
else
minreq = max( minreq, 65 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_RANGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_RANGER] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_GUNSLINGER] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_GUNSLINGER] )
minreq = max( minreq, 70 );
else
minreq = max( minreq, 55 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_AUTO_WEAPONS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 MechanicalRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 MedicalRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_DOCTOR] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_DOCTOR] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}
INT32 ExplosivesRequiredDueToMajorSkills( void )
{
// Only for new trait system
if (!gGameOptions.fNewTraitSystem || !gSkillTraitValues.fAllowAttributePrereq)
{
return 0;
}
INT32 minreq = 0;
// Check first skill trait (plus second for double trait)
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_HEAVY_WEAPONS] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] || gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
{
if ( gfSkillTraitQuestions[IMP_SKILL_TRAITS_NEW_TECHNICIAN] && gfSkillTraitQuestions2[IMP_SKILL_TRAITS_NEW_TECHNICIAN] )
minreq = max( minreq, 60 );
else
minreq = max( minreq, 45 );
}
return minreq;
}