Files
source/Laptop/IMP Confirm.cpp
T
Wanne 7ca53fadc7 *** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-23 18:46:54 +00:00

1778 lines
54 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"
#include "weapons.h"
#include "Random.h"
#include "GameVersion.h"
#include "faces.h"
#include "GameSettings.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Aspects/vfs_settings.h>
#include "Soldier Profile.h"
// Changed by ADB (rev 1513) to resolve IMPs created prior to structural changes
//#define IMP_FILENAME_SUFFIX ".dat"
#define OLD_IMP_FILENAME_SUFFIX ".dat"
#define NEW_IMP_FILENAME_SUFFIX ".dat2"
//CHRISL: structure needed to store temporary inventory information during IMP creation
typedef struct
{
UINT16 inv;
UINT16 iSize;
UINT32 iClass;
UINT8 iStatus;
UINT8 iNumber;
} INVNODE;
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;
IMP_FACE_VALUES gIMPFaceValues[NUM_PROFILES];
IMP_FEMALE_VALUES gIMPFemaleValues[NUM_PROFILES];
IMP_MALE_VALUES gIMPMaleValues[NUM_PROFILES];
/*
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, UINT8 ubHowMany);
// CHRISL:
void RedistributeStartingItems(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 sPocket);
void DistributeInitialGear(MERCPROFILESTRUCT *pProfile);
INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv);
INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv);
INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass);
INT32 PickPocket(MERCPROFILESTRUCT *pProfile, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap);
// 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 )( LaptopSaveInfo.iIMPIndex ) ;
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( );
if( fCharacterIsMale )
{
if ( gIMPMaleValues[ iPortraitNumber ].PortraitId !=0 )
{
SetProfileFaceData( HireMercStruct.ubProfileID , (UINT8)(gIMPMaleValues[ iPortraitNumber ].PortraitId), gIMPMaleValues[ iPortraitNumber ].uiEyeXPositions, gIMPMaleValues[ iPortraitNumber ].uiEyeYPositions, gIMPMaleValues[ iPortraitNumber ].uiMouthXPositions, gIMPMaleValues[ iPortraitNumber ].uiMouthYPositions );
}
}
else
{
if ( gIMPFemaleValues[ iPortraitNumber ].PortraitId !=0 )
{
SetProfileFaceData( HireMercStruct.ubProfileID , (UINT8)(gIMPFemaleValues[ iPortraitNumber ].PortraitId), gIMPFemaleValues[ iPortraitNumber ].uiEyeXPositions, gIMPFemaleValues[ iPortraitNumber ].uiEyeYPositions, gIMPFemaleValues[ iPortraitNumber ].uiMouthXPositions, gIMPFemaleValues[ iPortraitNumber ].uiMouthYPositions );
}
}
//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;
}
*/
// SANDRO - changed to find the actual profile cost
//if( LaptopSaveInfo.iCurrentBalance < COST_OF_PROFILE )
if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
{
// not enough
return;
}
CreateACharacterFromPlayerEnteredStats( );
// line moved by CJC Nov 28 2002 to AFTER the check for money
LaptopSaveInfo.fIMPCompletedFlag = TRUE;
// charge the player
// SANDRO - changed to find the actual profile cost
//AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( COST_OF_PROFILE ) );
AddTransactionToPlayersBook(IMP_PROFILE, (UINT8)(LaptopSaveInfo.iIMPIndex), GetWorldTotalMin( ), - ( iGetProfileCost() ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
AddCharacterToPlayersTeam( );
// write the created imp merc
WriteOutCurrentImpCharacter( ( UINT8 )( LaptopSaveInfo.iIMPIndex ) );
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( ),TYPE_EMAIL_NONE );
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
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex, -1, TYPE_EMAIL_EMAIL_EDT);
//RenderCharProfile( );
ResetCharacterStats();
//Display a popup msg box telling the user when and where the merc will arrive
//DisplayPopUpBoxExplainingMercArrivalLocationAndTime( LaptopSaveInfo.iIMPIndex );
//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);
}
}
}
*/
// SANDRO - improved this function
//#define PROFILE_HAS_SKILL_TRAIT( p, t ) ( gGameOptions.fNewTraitSystem ? ((p->bSkillTrait == t) || (p->bSkillTrait2 == t) || (p->bSkillTrait3 == t)) : ((p->bSkillTrait == t) || (p->bSkillTrait2 == t)))
#define PROFILE_HAS_SKILL_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 0 )
// DBrot: need a check for experts
#define PROFILE_HAS_EXPERT_TRAIT( p, t ) ( ProfileHasSkillTrait( p, t ) > 1 )
//CHRISL: New function to handle proper distribution of starting gear
void DistributeInitialGear(MERCPROFILESTRUCT *pProfile)
{
INVNODE tInv[NUM_INV_SLOTS];
int i, j, number;
UINT8 count = 0, length;
int iOrder[NUM_INV_SLOTS];
INT32 iSlot;
BOOLEAN iSet = FALSE;
// First move profile information to temporary storage
for(i=INV_START_POS; i<NUM_INV_SLOTS; i++)
{
if(pProfile->inv[i] != NOTHING)
{
if((UsingNewInventorySystem() == true))
{
if(Item[pProfile->inv[i]].ItemSize != gGameExternalOptions.guiOIVSizeNumber) //JMich
{
tInv[count].inv = pProfile->inv[i];
tInv[count].iSize = Item[pProfile->inv[i]].ItemSize;
tInv[count].iClass = Item[pProfile->inv[i]].usItemClass;
tInv[count].iStatus = (pProfile->bInvStatus[i] > 0) ? pProfile->bInvStatus[i] : 100;
tInv[count].iNumber = (pProfile->bInvNumber[i] == 0) ? 1 :pProfile->bInvNumber[i];
count++;
}
pProfile->inv[i] = 0;
pProfile->bInvStatus[i] = 0;
pProfile->bInvNumber[i] = 0;
}
else
{
if(Item[pProfile->inv[i]].usItemClass == IC_LBEGEAR)
{
pProfile->inv[i] = 0;
pProfile->bInvStatus[i] = 0;
pProfile->bInvNumber[i] = 0;
}
}
}
}
//Now that we've weeded out illegal items, skip the rest if we're in OldInv
if((UsingNewInventorySystem() == false))
return;
length = count;
count = 0;
// Next sort list by size
for(j=gGameExternalOptions.guiMaxItemSize; j>=0; j--) //JMich
{
for(i=0; i<length; i++)
{
if(tInv[i].iSize == j)
{
//ADB this is a mem leak!!!
//int *filler = new int;
//iOrder.push_back(*filler);
iOrder[count] = i;
count++;
}
}
}
// Last, go through the temp data and put items into appropriate pockets
// Start by putting items into specific pockets
for(i=0; i<count; i++)
{
iSlot = SpecificFreePocket(pProfile, tInv[iOrder[i]].inv, tInv[iOrder[i]].iNumber, tInv[iOrder[i]].iClass);
if(iSlot != -1)
{
MakeProfileInvItemThisSlot(pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, tInv[iOrder[i]].iNumber);
iOrder[i]=-1;
}
}
// Next, put anything that isn't an attachment into a pocket
for(i=0; i<count; i++)
{
if(iOrder[i]!=-1)
{
// skip if this item is an attachment
if(Item[tInv[iOrder[i]].inv].attachment)
continue;
iSet = FALSE;
number = tInv[iOrder[i]].iNumber;
while(number > 0)
{
iSlot = FirstFreeBigEnoughPocket (pProfile, &tInv[iOrder[i]]);
if(iSlot != -1)
{
MakeProfileInvItemThisSlot(pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, tInv[iOrder[i]].iNumber);
iSet = TRUE;
number -= tInv[iOrder[i]].iNumber;
tInv[iOrder[i]].iNumber = number;
}
else if(tInv[iOrder[i]].iNumber>1){
tInv[iOrder[i]].iNumber --;
}
else {
iSet = FALSE;
tInv[iOrder[i]].iNumber = number;
number = 0;
}
}
if(iSet)
iOrder[i]=-1;
}
}
// finish by putting anything that's left into any pocket, including inactive pockets
for(i=0; i<count; i++)
{
if(iOrder[i]!=-1)
{
iSet = FALSE;
number = tInv[iOrder[i]].iNumber;
tInv[iOrder[i]].iNumber = 1;
for(int j=0; j<number; j++)
{
iSlot = AnyFreeBigEnoughPocket (pProfile, &tInv[iOrder[i]]);
if(iSlot != -1)
{
MakeProfileInvItemThisSlot(pProfile, iSlot, tInv[iOrder[i]].inv, tInv[iOrder[i]].iStatus, tInv[iOrder[i]].iNumber);
iSet = TRUE;
}
}
if(iSet)
iOrder[i] = -1;
}
}
}
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
// SANDRO - obsolete code deleted
GiveIMPItems(pProfile, 100, IMP_DEFAULT);
GiveIMPRandomItems(pProfile, IMP_RANDOMDEFAULT);
GiveIMPItems (pProfile,pProfile->bWisdom,IMP_WISDOM);
GiveIMPItems (pProfile,pProfile->bMarksmanship,IMP_MARKSMANSHIP);
GiveIMPItems (pProfile,pProfile->bMedical,IMP_MEDICAL);
GiveIMPItems (pProfile,pProfile->bMechanical,IMP_MECHANICAL);
GiveIMPItems (pProfile,pProfile->bExplosive,IMP_EXPLOSIVE);
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
/////////////////////////////////////////////////////////////////////
// Check for new traits - SANDRO
// DBrot: experts get other stuff
if ( gGameOptions.fNewTraitSystem )
{
// MAJOR TRAITS
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPONS_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPONS_NT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SNIPER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SNIPER_NT))
{
GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SNIPER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, RANGER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, RANGER_NT))
{
GiveIMPRandomItems(pProfile,IMP_RANGER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_RANGER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, GUNSLINGER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, GUNSLINGER_NT))
{
GiveIMPRandomItems(pProfile,IMP_GUNSLINGER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_GUNSLINGER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIAL_ARTS_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIAL_ARTS_NT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SQUADLEADER_NT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, SQUADLEADER_NT))
{
GiveIMPRandomItems(pProfile,IMP_SQUADLEADER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SQUADLEADER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TECHNICIAN_NT) && ( iMechanical ) )
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TECHNICIAN_NT))
{
GiveIMPRandomItems(pProfile,IMP_TECHNICIAN_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_TECHNICIAN);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DOCTOR_NT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, DOCTOR_NT))
{
GiveIMPRandomItems(pProfile,IMP_DOCTOR_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_DOCTOR);
}
}
// MINOR TRAITS
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AMBIDEXTROUS_NT))
{
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MELEE_NT))
{
GiveIMPRandomItems(pProfile,IMP_MELEE);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_NT))
{
GiveIMPRandomItems(pProfile,IMP_THROWING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHT_OPS_NT))
{
GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_NT))
{
GiveIMPRandomItems(pProfile,IMP_STEALTHY);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ATHLETICS_NT))
{
GiveIMPRandomItems(pProfile,IMP_ATHLETICS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, BODYBUILDING_NT))
{
GiveIMPRandomItems(pProfile,IMP_BODYBUILDING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, DEMOLITIONS_NT))
{
GiveIMPRandomItems(pProfile,IMP_DEMOLITIONS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_NT))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, SCOUTING_NT))
{
GiveIMPRandomItems(pProfile,IMP_SCOUTING);
}
}
else
{
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, LOCKPICKING_OT) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, LOCKSMITHKIT, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, LOCKPICKING_OT))
{
GiveIMPRandomItems(pProfile,IMP_LOCKPICKING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_LOCKPICKING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, ELECTRONICS_OT) && ( iMechanical ) )
{
//MakeProfileInvItemAnySlot(pProfile, METALDETECTOR, 100, 1);
GiveIMPRandomItems(pProfile,IMP_ELECTRONICS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, CAMOUFLAGED_OT)) // 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(ubProfileId, AMBIDEXT_OT))
{
//MakeProfileInvItemAnySlot(pProfile, M950, 100, 1);
GiveIMPRandomItems(pProfile,IMP_AMBIDEXTROUS);
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, NIGHTOPS_OT))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 2);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, NIGHTOPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_NIGHT_OPS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_NIGHT_OPS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HANDTOHAND_OT))
{
//MakeProfileInvItemAnySlot(pProfile, BRASS_KNUCKLES, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HANDTOHAND_OT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, THROWING_OT))
{
// MakeProfileInvItemAnySlot(pProfile, THROWING_KNIFE, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, THROWING_OT))
{
GiveIMPRandomItems(pProfile,IMP_THROWING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_THROWING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, STEALTHY_OT))
{
// MakeProfileInvItemAnySlot(pProfile, SILENCER, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, STEALTHY_OT))
{
GiveIMPRandomItems(pProfile,IMP_STEALTHY_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_STEALTHY);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, KNIFING_OT))
{
// MakeProfileInvItemAnySlot(pProfile, COMBAT_KNIFE, 100, 1);
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, KNIFING_OT))
{
GiveIMPRandomItems(pProfile,IMP_MELEE_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MELEE);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, MARTIALARTS_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, MARTIALARTS_OT))
{
GiveIMPRandomItems(pProfile,IMP_MARTIAL_ARTS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_MARTIAL_ARTS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, PROF_SNIPER_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, PROF_SNIPER_OT))
{
GiveIMPRandomItems(pProfile,IMP_SNIPER_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_SNIPER);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, TEACHING_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, TEACHING_OT))
{
GiveIMPRandomItems(pProfile,IMP_TEACHING_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_TEACHING);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, AUTO_WEAPS_OT))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, AUTO_WEAPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_AUTO_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_AUTO_WEAPONS);
}
}
if (PROFILE_HAS_SKILL_TRAIT(ubProfileId, HEAVY_WEAPS_OT ))
{
if( gGameExternalOptions.fExpertsGetDifferentChoices && PROFILE_HAS_EXPERT_TRAIT(ubProfileId, HEAVY_WEAPS_OT))
{
GiveIMPRandomItems(pProfile,IMP_HEAVY_WEAPONS_EXP);
}
else
{
GiveIMPRandomItems(pProfile, IMP_HEAVY_WEAPONS);
}
}
}
/////////////////////////////////////////////////////////////////////
// CHRISL: Now that all items have been issued, distribute them into appropriate pockets, starting with the largest items
DistributeInitialGear(pProfile);
}
void MakeProfileInvItemAnySlot(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany)
{
INT32 iSlot = -1;
if((UsingNewInventorySystem() == false))
iSlot = FirstFreeBigEnoughPocket(pProfile, usItem, ubHowMany);
else
{
// CHRISL: Alter the placement of initial equipment to come last. At this stage, just add items, one pocket at a time
for(int i=INV_START_POS; i<NUM_INV_SLOTS; i++)
{
if(pProfile->inv[i] == NOTHING)
{
iSlot = i;
break;
}
}
}
if (iSlot == -1)
{
// no room, item not received
return;
}
// put the item into that slot
MakeProfileInvItemThisSlot(pProfile, iSlot, usItem, ubStatus, ubHowMany);
}
// CHRISL: New function to move initial gear into LBE pockets when LBE items are given during creation
void RedistributeStartingItems(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 sPocket)
{
UINT16 lbeIndex, iSize;
UINT8 lbeClass;
UINT16 inv[NUM_INV_SLOTS], istatus[NUM_INV_SLOTS], inumber[NUM_INV_SLOTS];
lbeIndex = Item[usItem].ubClassIndex;
lbeClass = LoadBearingEquipment[lbeIndex].lbeClass;
// Move non-worn items into temporary storage
for(int i=INV_START_POS; i<NUM_INV_SLOTS; i++)
{
if(i>=BODYPOSFINAL)
{
inv[i] = pProfile->inv[i];
istatus[i] = pProfile->bInvStatus[i];
inumber[i] = pProfile->bInvNumber[i];
pProfile->inv[i] = 0;
pProfile->bInvStatus[i] = 0;
pProfile->bInvNumber[i] = 0;
}
else
{
switch (i)
{
case HANDPOS:
case SECONDHANDPOS:
inv[i] = pProfile->inv[i];
istatus[i] = pProfile->bInvStatus[i];
inumber[i] = pProfile->bInvNumber[i];
pProfile->inv[i] = 0;
pProfile->bInvStatus[i] = 0;
pProfile->bInvNumber[i] = 0;
break;
default:
inv[i] = 0;
istatus[i] = 0;
inumber[i] = 0;
break;
}
}
}
// Redistribute stored items with the assumption of the new LBE item
for(int i=INV_START_POS; i<NUM_INV_SLOTS; i++)
{
if(inv[i] != NONE)
{
iSize = Item[inv[i]].ItemSize;
for(int j=INV_START_POS; j<NUM_INV_SLOTS; j++)
{
if(icLBE[j] == sPocket && pProfile->inv[j] == NONE && LBEPocketType[LoadBearingEquipment[lbeIndex].lbePocketIndex[icPocket[j]]].ItemCapacityPerSize[iSize] != NONE)
{
pProfile->inv[j] = inv[i];
pProfile->bInvStatus[j] = istatus[i];
pProfile->bInvNumber[j] = inumber[i];
inv[i] = istatus[i] = inumber[i] = 0;
break;
}
}
pProfile->inv[i] = inv[i];
pProfile->bInvStatus[i] = istatus[i];
pProfile->bInvNumber[i] = inumber[i];
inv[i] = istatus[i] = inumber[i] = 0;
}
}
}
// CHRISL: New function to work with LBE pockets
INT32 SpecificFreePocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass)
{
UINT8 lbePocket;
if (ubHowMany == 1)
{
switch (usClass)
{
case IC_LBEGEAR:
if(pProfile->inv[VESTPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==VEST_PACK)
return VESTPOCKPOS;
if(pProfile->inv[LTHIGHPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==THIGH_PACK)
return LTHIGHPOCKPOS;
if(pProfile->inv[RTHIGHPOCKPOS]==NONE && LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==THIGH_PACK)
return RTHIGHPOCKPOS;
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==COMBAT_PACK)
{
if(pProfile->inv[CPACKPOCKPOS]==NONE)
{
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0)
{
//DBrot: changed to bitwise comparison
if((pProfile->inv[BPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[BPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[BPACKPOCKPOS]==NONE)
return CPACKPOCKPOS;
}
else if(pProfile->inv[BPACKPOCKPOS]==NONE)
return CPACKPOCKPOS;
}
}
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeClass==BACKPACK)
{
if(pProfile->inv[BPACKPOCKPOS]==NONE)
{
if(LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo!=0)
{
//DBrot: changed to bitwise comparison
if((pProfile->inv[CPACKPOCKPOS]!=NONE && (LoadBearingEquipment[Item[pProfile->inv[CPACKPOCKPOS]].ubClassIndex].lbeCombo & LoadBearingEquipment[Item[usItem].ubClassIndex].lbeCombo)) || pProfile->inv[CPACKPOCKPOS]==NONE)
return BPACKPOCKPOS;
}
else if(pProfile->inv[CPACKPOCKPOS]==NONE)
return BPACKPOCKPOS;
}
}
break;
case IC_ARMOUR:
if ( pProfile->inv[HELMETPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_HELMET )
return HELMETPOS;
if ( pProfile->inv[VESTPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_VEST )
return VESTPOS;
if ( pProfile->inv[LEGPOS] == NONE && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS && !(Item[usItem].attachment))
return LEGPOS;
break;
case IC_BLADE:
if ( pProfile->inv[KNIFEPOCKPOS] == NONE)
return KNIFEPOCKPOS;
break;
/* CHRISL: This won't work without hard coding pocket definitions since there is no way to
guarantee that the pocket definitions won't change. */
// case IC_BOMB:
// for(int i=BIGPOCKSTART; i<NUM_INV_SLOTS; i++)
// {
// if(LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==7) // TNT Pocket
// if(pProfile->inv[i] == NONE)
// return i;
// }
// break;
// case IC_GRENADE:
// for(int i=BIGPOCKSTART; i<NUM_INV_SLOTS; i++)
// {
// if(pProfile->inv[i]==NONE && Item[usItem].ItemSize==16 && LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==12) // Rifle Grenade
// return i;
// else if(pProfile->inv[i]==NONE && LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]]==13) // Grenade
// return i;
// }
// break;
case IC_GUN:
if ( pProfile->inv[HANDPOS] == NONE )
return HANDPOS;
if ( pProfile->inv[SECONDHANDPOS] == NONE && !(Item[pProfile->inv[HANDPOS]].twohanded))
return SECONDHANDPOS;
if((UsingNewInventorySystem() == true))
if ( pProfile->inv[GUNSLINGPOCKPOS] == NONE && pProfile->inv[BPACKPOCKPOS] == NONE && LBEPocketType[1].ItemCapacityPerSize[Item[usItem].ItemSize]!=0)
return GUNSLINGPOCKPOS;
for(int i=BIGPOCKSTART; i<NUM_INV_SLOTS; i++)
{
lbePocket = LoadBearingEquipment[Item[pProfile->inv[icLBE[i]]].ubClassIndex].lbePocketIndex[icPocket[i]];
if(pProfile->inv[i]==NONE && (lbePocket==6 || lbePocket==10) && LBEPocketType[lbePocket].ItemCapacityPerSize[Item[usItem].ItemSize]!=0)
return i;
}
break;
case IC_FACE:
if ( pProfile->inv[HEAD1POS] == NONE && CompatibleFaceItem(usItem,pProfile->inv[HEAD2POS]) )
return HEAD1POS;
if ( pProfile->inv[HEAD2POS] == NONE && CompatibleFaceItem(usItem,pProfile->inv[HEAD1POS]) )
return HEAD2POS;
break;
default:
break;
}
}
return(-1);
}
void MakeProfileInvItemThisSlot(MERCPROFILESTRUCT *pProfile, UINT32 uiPos, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany)
{
pProfile->inv[uiPos] = usItem;
pProfile->bInvStatus[uiPos] = ubStatus;
pProfile->bInvNumber[uiPos] = ubHowMany;
}
//INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany, UINT32 usClass)
INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv)
{
INT32 sPocket=-1, mPocket=-1, lPocket=-1;
UINT8 sCapacity=0;
UINT8 mCapacity=0;
UINT8 lCapacity=0;
UINT8 capacity=0;
/*CHRISL: Make the assumption that by the time we get to this function, we've already activated
all the pockets we're going to activate. LBE Items were all placed in SpecificFreePocket function
which should activate everything. */
//Start with active big pockets
sPocket=PickPocket(pProfile, SMALLPOCKSTART, SMALLPOCKFINAL, tInv->inv, tInv->iNumber, &sCapacity);
//Next search active medium pockets
mPocket=PickPocket(pProfile, MEDPOCKSTART, MEDPOCKFINAL, tInv->inv, tInv->iNumber, &mCapacity);
//Lastly search active small pockets
lPocket=PickPocket(pProfile, BIGPOCKSTART, BIGPOCKFINAL, tInv->inv, tInv->iNumber, &lCapacity);
//Finally, compare the three pockets we've found and return the pocket that is most logical to use
capacity = min(sCapacity, mCapacity);
capacity = min(lCapacity, capacity);
if(capacity == 254) { //no pocket found
return -1;
}
else if(capacity == sCapacity) {
return sPocket;
}
else if(capacity == mCapacity) {
return mPocket;
}
else if(capacity == lCapacity) {
return lPocket;
}
return(-1);
}
// CHRISL: Use to find best pocket to store item in. Could probably be merged with FitsInSmallPocket
INT32 PickPocket(MERCPROFILESTRUCT *pProfile, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap)
{
UINT16 pIndex=0;
INT32 pocket=0;
UINT8 capacity=254;
for(UINT32 uiPos=ppStart; uiPos<ppStop; uiPos++){
if(pProfile->inv[icLBE[uiPos]]==0){
pIndex=LoadBearingEquipment[Item[icDefault[uiPos]].ubClassIndex].lbePocketIndex[icPocket[uiPos]];
}
else {
pIndex=LoadBearingEquipment[Item[pProfile->inv[icLBE[uiPos]]].ubClassIndex].lbePocketIndex[icPocket[uiPos]];
}
// Here's were we get complicated. We should look for the smallest pocket all items can fit in
if(LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] >= iNumber &&
LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize] < capacity &&
pProfile->inv[uiPos] == 0) {
if((LBEPocketType[pIndex].pRestriction != 0 && (LBEPocketType[pIndex].pRestriction & Item[usItem].usItemClass)) ||
LBEPocketType[pIndex].pRestriction == 0) {
capacity = LBEPocketType[pIndex].ItemCapacityPerSize[Item[usItem].ItemSize];
pocket = uiPos;
}
}
}
if(pocket!=0){
*cap=capacity;
return pocket;
}
else{
*cap=254;
return -1;
}
}
INT32 FirstFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubHowMany)
{
UINT32 uiPos;
if (ubHowMany == 1)
{
// check body spots
if ( pProfile->inv[HELMETPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_HELMET )
return HELMETPOS;
if ( pProfile->inv[VESTPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_VEST )
return VESTPOS;
if ( pProfile->inv[LEGPOS] == NONE && Item[usItem].usItemClass == IC_ARMOUR && Armour[Item[usItem].ubClassIndex].ubArmourClass == ARMOURCLASS_LEGGINGS )
return LEGPOS;
if ( pProfile->inv[HEAD1POS] == NONE && Item[usItem].usItemClass == IC_FACE && CompatibleFaceItem(usItem,pProfile->inv[HEAD2POS]) )
return HEAD1POS;
if ( pProfile->inv[HEAD2POS] == NONE && Item[usItem].usItemClass == IC_FACE && CompatibleFaceItem(usItem,pProfile->inv[HEAD1POS]) )
return HEAD2POS;
if ( pProfile->inv[HANDPOS] == NONE )
return HANDPOS;
if ( pProfile->inv[SECONDHANDPOS] == NONE )
return SECONDHANDPOS;
}
// if it fits into a small pocket
if (Item[usItem].ubPerPocket != 0)
{
// check small pockets first
for (uiPos = SMALLPOCK1POS; uiPos <= SMALLPOCK8POS; uiPos++)
{
if (pProfile->inv[uiPos] == NONE)
{
return(uiPos);
}
}
}
// check large pockets
for (uiPos = BIGPOCK1POS; uiPos <= BIGPOCK4POS; uiPos++)
{
if (pProfile->inv[uiPos] == NONE)
{
return(uiPos);
}
}
return(-1);
}
// CHRISL: This function will place objects anywhere it can. It tries to use active pockets but will use any pocket as a last resort
INT32 AnyFreeBigEnoughPocket(MERCPROFILESTRUCT *pProfile, INVNODE *tInv)
{
INT32 iSlot;
INT32 iPos;
UINT16 iSize, lbeCap, usItem;
iSlot = FirstFreeBigEnoughPocket (pProfile, tInv);
if(iSlot != -1)
return(iSlot);
else
{
/* CHRISL: FAILSAFE: We can't find any active pockets to put this item. Rather then losing the item,
put it in any pocket using old inventory method. Player can then manually resort items later. */
usItem = tInv->inv;
iSize = Item[usItem].ubPerPocket;
lbeCap = max(1, (iSize/2));
for(iPos = BIGPOCKSTART; iPos < NUM_INV_SLOTS; iPos ++)
{
if(iPos >= MEDPOCKFINAL && iSize > 0)
return(-1);
else
{
if(pProfile->inv[iPos] == NONE)
return(iPos);
else if(pProfile->inv[iPos] == usItem)
{
if((iPos < BIGPOCKFINAL && iSize >= (tInv->iNumber+1)) || (iPos >= BIGPOCKFINAL && lbeCap >= (tInv->iNumber+1)))
{
tInv->iNumber++;
return(iPos);
}
}
}
}
}
return(-1);
}
void WriteOutCurrentImpCharacter( INT32 iProfileId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: IMP.dat"));
char zImpFileName[13];
strcpy(zImpFileName,IMP_MERC_FILENAME);
// Changed by ADB, rev 1513, to resolve IMPs created prior to structural changes
//strcat(zImpFileName,IMP_FILENAME_SUFFIX);
strcat(zImpFileName,NEW_IMP_FILENAME_SUFFIX);
WriteOutCurrentImpCharacter ( iProfileId, zImpFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("WriteOutCurrentImpCharacter: Nickname.dat"));
#ifndef USE_VFS
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;
}
#else
char zFileName[32];
if(vfs::Settings::getUseUnicode())
{
strncpy(zFileName, vfs::String::as_utf8(gMercProfiles[iProfileId].zNickname,10).c_str(), 32);
}
else
{
vfs::String::narrow(gMercProfiles[iProfileId].zNickname, 10, zFileName, 32);
}
#endif
// Changed by ADB, rev 1513
//strcat(zFileName,IMP_FILENAME_SUFFIX);
strcat(zFileName,NEW_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);
// ADB we need to indicate that we have saved under the new format
int nine = 9999;
if (!FileWrite(hFile, &nine, sizeof( INT32 ), &uiBytesWritten))
{
if (hFile)
FileClose(hFile);
return;
}
int version = SAVE_GAME_VERSION;
if (!FileWrite(hFile, &version, sizeof( INT32 ), &uiBytesWritten))
{
if (hFile)
FileClose(hFile);
return;
}
// write out the profile id
if (!FileWrite(hFile, &iProfileId, sizeof( INT32 ), &uiBytesWritten))
{
if (hFile)
FileClose(hFile);
return;
}
// write out the portrait id
if (!FileWrite(hFile, &iPortraitNumber, sizeof( INT32 ), &uiBytesWritten))
{
if (hFile)
FileClose(hFile);
return;
}
// write out the profile itself
if ( !gMercProfiles[ iProfileId ].Save(hFile) )
{
if (hFile)
FileClose(hFile);
return;
}
// close file
if (hFile)
FileClose(hFile);
return;
}
BOOLEAN ImpExists ( STR nickName )
{
// Changed by ADB, rev 1513, to resolve IMPs created prior to structural changes
char zFileName[32];
strcpy(zFileName,nickName);
//strcat(zFileName,IMP_FILENAME_SUFFIX);
strcat(zFileName,OLD_IMP_FILENAME_SUFFIX);
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %s", zFileName));
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("ImpExists: %d", FileExistsNoDB(zFileName) ));
BOOLEAN oldExists = FileExistsNoDB(zFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("OLD ImpExists: %s", zFileName));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("OLD ImpExists: %d", oldExists ));
//return FileExistsNoDB(zFileName);
strcpy(zFileName,nickName);
strcat(zFileName,NEW_IMP_FILENAME_SUFFIX);
BOOLEAN newExists = FileExistsNoDB(zFileName);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("NEW ImpExists: %s", zFileName));
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("NEW ImpExists: %d", newExists ));
return (oldExists || newExists);
}
BOOLEAN LoadImpCharacter( STR nickName )
{
INT32 iProfileId = 0;
HWFILE hFile;
UINT32 uiBytesRead = 0;
char zFileName[32];
//ADB first try to load the new kind
strcpy(zFileName,nickName);
//strcat(zFileName,IMP_FILENAME_SUFFIX);
strcat(zFileName,NEW_IMP_FILENAME_SUFFIX);
// open the file for reading
hFile = FileOpen(zFileName, FILE_ACCESS_READ, FALSE);
// valid file?
if( !hFile )
{
//DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
//return FALSE;
//if the new kind doesn't exist, load the old kind
strcpy(zFileName,nickName);
strcat(zFileName,OLD_IMP_FILENAME_SUFFIX);
// open the file for reading
hFile = FileOpen(zFileName, FILE_ACCESS_READ, FALSE);
// valid file?
if( !hFile )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
}
// read in the profile
if (!FileRead(hFile, &iProfileId, sizeof( INT32 ), &uiBytesRead))
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
int version = SAVE_GAME_VERSION;
bool isOldVersion = true;
if (iProfileId == 9999) {
//ADB if we saved under the original version, then iProfileId is some low number
//if we saved under the new version, then it's 9999, and we need to know what version it was saved under
isOldVersion = false;
//load the version, atm not used
if (!FileRead(hFile, &version, sizeof( INT32 ), &uiBytesRead))
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
//load the REAL iProfileId
if (!FileRead(hFile, &iProfileId, sizeof( INT32 ), &uiBytesRead))
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
}
// read in the portrait
if (!FileRead(hFile, &iPortraitNumber ,sizeof( INT32 ), &uiBytesRead))
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
// Set the ID of the new IMP
iProfileId = GetFreeIMPSlot(iProfileId, iProfileId);
// We can create the new imp, beacuse we found an empty slot
if (iProfileId != -1)
{
LaptopSaveInfo.iIMPIndex = iProfileId;
// read in the profile
//if ( !gMercProfiles[ iProfileId ].Load(hFile, false) )
if ( !gMercProfiles[ iProfileId ].Load(hFile, isOldVersion, false, false) )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 7 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
// close file
FileClose(hFile);
//CHRISL: At this point, we need to resort profile inventory so that NewInv items don't accidentally appear in OldInv
DistributeInitialGear(&gMercProfiles[iProfileId]);
// Changed to find actual IMP cost - SANDRO
if( LaptopSaveInfo.iCurrentBalance < iGetProfileCost() )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 3 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
// not enough
return FALSE;
}
/*
//new camo face
if ( gGameExternalOptions.fShowCamouflageFaces == TRUE )
{
gCamoFace[iProfileId].gCamoface = TRUE;
gCamoFace[iProfileId].gUrbanCamoface = FALSE;
gCamoFace[iProfileId].gDesertCamoface = FALSE;
gCamoFace[iProfileId].gSnowCamoface = FALSE;
}
*/
// charge the player
// is the character male?
fCharacterIsMale = ( gMercProfiles[ iProfileId ].bSex == MALE );
fLoadingCharacterForPreviousImpProfile = TRUE;
// Changed to find actual IMP cost - SANDRO
AddTransactionToPlayersBook(IMP_PROFILE,0, GetWorldTotalMin( ), - ( iGetProfileCost() ) );
AddHistoryToPlayersLog( HISTORY_CHARACTER_GENERATED, 0,GetWorldTotalMin( ), -1, -1 );
LaptopSaveInfo.iIMPIndex = iProfileId;
AddCharacterToPlayersTeam( );
// WANNE: Email is sent immediatly after the imp was created. So no need to send it later again
//AddFutureDayStrategicEvent( EVENT_DAY2_ADD_EMAIL_FROM_IMP, 60 * 7, 0, 2 );
LaptopSaveInfo.fIMPCompletedFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
fLoadingCharacterForPreviousImpProfile = FALSE;
return TRUE;
}
else
{
// close file
FileClose(hFile);
// WDS: Allow flexible numbers of IMPs of each sex
// note: check this
// You cannot have more than 3 I.M.P characters with the same gender on your team.
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 9 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return FALSE;
}
}
void ResetIMPCharactersEyesAndMouthOffsets( UINT8 ubMercProfileID )
{
// ATE: Check boundary conditions!
/*
if( ( ( gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ) > MAX_NEW_IMP_PORTRAITS ) || ( ubMercProfileID >= PROF_HUMMER ) ) // 16
{
return;
}
*/
/*
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPFaceValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
*/
/*
if( gMercProfiles[ ubMercProfileID ].bSex == 0 )
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
}
else
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex - 200 ].uiMouthYPositions;
}
*/
if( gMercProfiles[ ubMercProfileID ].bSex == 0 )
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPMaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiMouthYPositions;
}
else
{
gMercProfiles[ ubMercProfileID ].usEyesX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiEyeXPositions;
gMercProfiles[ ubMercProfileID ].usEyesY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiEyeYPositions;
gMercProfiles[ ubMercProfileID ].usMouthX = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiMouthXPositions;
gMercProfiles[ ubMercProfileID ].usMouthY = gIMPFemaleValues[ gMercProfiles[ ubMercProfileID ].ubFaceIndex ].uiMouthYPositions;
}
}
void GiveIMPRandomItems( MERCPROFILESTRUCT *pProfile, UINT8 typeIndex )
{
/////////////////////////////////////////////////////////////////////
// SANDRO - I've changed this formula a bit, <- me too - silversurfer
// now it should not take the same choice twice
/////////////////////////////////////////////////////////////////////
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d",typeIndex ));
UINT16 usItem = 0;
INT32 iChoice;
UINT8 ubValidChoices = 0;
UINT8 ubNumChoices = gIMPItemChoices[ typeIndex ].ubChoices;
UINT8 ubNumItemsToGive = 0;
BOOLEAN ubItemsGiven[ 50 ]={FALSE};
// check how many legal items are in the choices list, this is to prevent infinite loop
for ( UINT8 cnt=0; cnt < ubNumChoices; cnt++ )
{
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ cnt ];
if ( ItemIsLegal(usItem) )
ubValidChoices++;
}
// if no valid items found, bail out
if ( ubValidChoices <= 0 )
return;
// define how many items we get
if ( ubValidChoices < gIMPItemChoices[typeIndex].ubNumItems )
// if there are less legal items than the number we should get, we only get the number of legal items
ubNumItemsToGive = ubValidChoices;
else
// give us the maximum possible
ubNumItemsToGive = gIMPItemChoices[typeIndex].ubNumItems;
for ( int i=0; i < ubNumItemsToGive ;i++ )
{
usItem = 0;
while (usItem == 0 )
{
iChoice = Random( ubNumChoices );
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
// is this legal and we don't have it already?
if (ItemIsLegal(usItem) && !ubItemsGiven[iChoice] )
ubItemsGiven[iChoice] = TRUE;
else
usItem=0;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: typeIndex = %d, usItem = %d ",typeIndex, usItem ));
if ( usItem > 0 )
MakeProfileInvItemAnySlot(pProfile,usItem,100,1);
// give ammo for guns
if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher )
{
usItem = DefaultMagazine(usItem);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: give ammo typeIndex = %d, usItem = %d ",typeIndex, usItem ));
MakeProfileInvItemAnySlot(pProfile,usItem,100,(1+Random(1)));
}
// give launchables for launchers
if ( Item[usItem].usItemClass == IC_LAUNCHER )
{
usItem = PickARandomLaunchable(usItem);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPRandomItems: give launchable typeIndex = %d, usItem = %d",typeIndex, usItem ));
MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2)));
}
}
}
void GiveIMPItems( MERCPROFILESTRUCT *pProfile, INT8 abilityValue, UINT8 typeIndex )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: typeIndex = %d, abilityValue = %d",typeIndex,abilityValue ));
UINT16 usItem = 0;
INT32 iChoice;
if ( gIMPItemChoices[ typeIndex ].ubChoices <= 0 )
return;
iChoice = (UINT32) (abilityValue / (100 / gIMPItemChoices[ typeIndex ].ubChoices)) ;
if ( iChoice >= gIMPItemChoices[ typeIndex ].ubChoices )
iChoice = gIMPItemChoices[ typeIndex ].ubChoices - 1;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: 1 iChoice = %d",iChoice));
for ( int i=0; i < gIMPItemChoices[typeIndex].ubNumItems ;i++ )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: 2 iChoice = %d",iChoice));
usItem = gIMPItemChoices[ typeIndex ].bItemNo[ iChoice ];
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: typeIndex = %d, usItem = %d, iChoice = %d, abilityValue = %d",typeIndex, usItem,iChoice, abilityValue ));
//CHRISL: Let "illegal" guns be allowed so we don't have to worry about an IMP failing to start with a weapon simply
// because Tons of Guns was not selected.
if ( usItem > 0 && (ItemIsLegal(usItem) || Item[usItem].usItemClass == IC_GUN))
{
MakeProfileInvItemAnySlot(pProfile,usItem,100,1);
// give ammo for guns
if ( Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher )
{
usItem = DefaultMagazine(usItem);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: give ammo typeIndex = %d, usItem = %d",typeIndex, usItem ));
MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2)));
}
// give launchables for launchers
if ( Item[usItem].usItemClass == IC_LAUNCHER )
{
usItem = PickARandomLaunchable(usItem);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GiveIMPItems: give launchable typeIndex = %d, usItem = %d",typeIndex, usItem ));
MakeProfileInvItemAnySlot(pProfile,usItem,100,(2+Random(2)));
}
}
iChoice--;
if (iChoice < 0)
iChoice = 0;
}
}
// SANDRO - Function to determine actual cost of profile
INT32 iGetProfileCost()
{
if (gGameExternalOptions.fDynamicIMPProfileCost)
{
INT32 iIMPProfileCost;
iIMPProfileCost = gGameExternalOptions.iIMPProfileCost * CountFilledIMPSlots(-1);
if (iIMPProfileCost >= gGameExternalOptions.iIMPProfileCost)
return(iIMPProfileCost);
else
return(gGameExternalOptions.iIMPProfileCost);
}
else
return(gGameExternalOptions.iIMPProfileCost);
}