Files
source/Laptop/IMP Confirm.cpp
T
lalien c46613069f *********************************************************
*	2006/04/26					*
*	Little Alien					*
*	Developed in VS 2003				*
*********************************************************

Source: 

- Soundmanager v1.1 added
- Some changes for international versions

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@39 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-04-26 23:41:05 +00:00

860 lines
22 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))
{
// 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 )
{
// grab the profile number and write out what is contained there in
HWFILE hFile;
UINT32 uiBytesWritten = 0;
// open the file for writing
hFile = FileOpen(strcat((STR)(&gMercProfiles[iProfileId].zNickname),IMP_FILENAME_SUFFIX), 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 )
{
DWORD attribs = GetFileAttributes(strcat(nickName,IMP_FILENAME_SUFFIX));
if ( attribs != INVALID_FILE_ATTRIBUTES && !(attribs & FILE_ATTRIBUTE_DIRECTORY) )
return TRUE;
return FALSE;
}
void LoadImpCharacter( STR nickName )
{
INT32 iProfileId = 0;
HWFILE hFile;
UINT32 uiBytesRead = 0;
// open the file for writing
hFile = FileOpen(strcat(nickName,IMP_FILENAME_SUFFIX), 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++ )
{
iChoice = Random(gIMPItemChoices[ typeIndex ].ubChoices);
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
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 )
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;
}
}