Exemplo n.º 1
0
void AddSelectedMinorTraitsToSkillsList()
{
	UINT32	uiCnt;

	// if we have somehow reached beyond available traits, try to fix it by removing the last one selected
	if ( NumAvailableMinorTraits() < CountNumMinorTraitsSelected( FALSE ) )
	{
		if (gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] == TRUE )
			gfMinorTraitQuestions[ GetLastSelectedMinorTrait() ] = FALSE;
	}
	// if still something is wrong, remove them all
	if ( NumAvailableMinorTraits() < CountNumMinorTraitsSelected( FALSE ) )
	{
		for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_NUMBER_MINOR_SKILLS; uiCnt++ )
		{
			gfMinorTraitQuestions[ uiCnt ] = FALSE;
		}
		gfMinorTraitQuestions[ IMP_SKILL_TRAITS_NEW_MINOR_NONE ] = TRUE;	
	}

	// OK, now add what we have to the list
	for( uiCnt=0; uiCnt<IMP_SKILL_TRAITS_NEW_MINOR_NONE; uiCnt++ )
	{
		//if the trait is selected
		if( gfMinorTraitQuestions[ uiCnt ] )
		{
			//switch on the trait, and add it to the list
			switch( uiCnt )
			{
				case IMP_SKILL_TRAITS_NEW_AMBIDEXTROUS:
					AddSkillToSkillList( AMBIDEXTROUS_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_MELEE:
					AddSkillToSkillList( MELEE_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_THROWING:
					AddSkillToSkillList( THROWING_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_NIGHT_OPS:
					AddSkillToSkillList( NIGHT_OPS_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_STEALTHY:
					AddSkillToSkillList( STEALTHY_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_ATHLETICS:
					AddSkillToSkillList( ATHLETICS_NT );
					break;
	
				case IMP_SKILL_TRAITS_NEW_BODYBUILDING:
					AddSkillToSkillList( BODYBUILDING_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_DEMOLITIONS:
					AddSkillToSkillList( DEMOLITIONS_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_TEACHING:
					AddSkillToSkillList( TEACHING_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_SCOUTING:
					AddSkillToSkillList( SCOUTING_NT );
					break;

				case IMP_SKILL_TRAITS_NEW_RADIO_OPERATOR:
					AddSkillToSkillList( RADIO_OPERATOR_NT );
					break;
						
				default:
					break;
			}
		}
	}
}
Exemplo n.º 2
0
void CompileQuestionsInStatsAndWhatNot( void )
{
	// one BIG case/switch statement to determine what values are added where
	INT32 iCurrentQuestion = 0;

	for( iCurrentQuestion= 0; iCurrentQuestion < MAX_NUMBER_OF_IMP_QUESTIONS; iCurrentQuestion++ )
	{
		switch( iCurrentQuestion )
		{

		// ok, run throught he list of questions
		case ( 0 ):
			switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						if( fCharacterIsMale )
						{
							// Martial arts
							AddSkillToSkillList( MARTIALARTS_OT );
						}
						else
						{
							// for women, ambidexterious
							AddSkillToSkillList( AMBIDEXT_OT );
						}
				break;
			case( 1 ):
						AddAnAttitudeToAttitudeList(	ATT_LONER );
					break;
					case( 2 ):
							// hand to hand
						AddSkillToSkillList( HANDTOHAND_OT );
					break;
			case( 3 ):
					// lock picking
			AddSkillToSkillList( LOCKPICKING_OT );
					break;
					case( 4 ):
					// throwing
						AddSkillToSkillList( THROWING_OT );
					break;
					case( 5 ):
					// optimist
						AddAnAttitudeToAttitudeList( ATT_OPTIMIST );
					break;
				}
		break;
	 case ( 1 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// teaching
			 AddSkillToSkillList( TEACHING_OT );
				break;
			case( 1 ):
					AddSkillToSkillList( STEALTHY_OT );
					break;
					case( 2 ):
					// psycho
						AddAPersonalityToPersonalityList( PSYCHO );
					break;
			case( 3 ):
				AddAnAttitudeToAttitudeList(	ATT_FRIENDLY );
					break;
				}
		break;
	 case ( 2 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// lock picking
			AddSkillToSkillList( LOCKPICKING_OT );
				break;
			case( 1 ):
					// arrogant
						AddAnAttitudeToAttitudeList( ATT_ARROGANT );
					break;
					case( 2 ):
						AddSkillToSkillList( STEALTHY_OT );
					break;
			case( 3 ):
							// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;

				}
		break;
	 case ( 3 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// automatic weapons
			AddSkillToSkillList( AUTO_WEAPS_OT );
				break;
			case( 1 ):
						// friendly
						AddAnAttitudeToAttitudeList(	ATT_FRIENDLY );

					break;
					case( 2 ):
							// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;
			case( 3 ):
						// asshole
						AddAnAttitudeToAttitudeList( ATT_ASSHOLE );
					break;
					case( 4 ):
					AddAnAttitudeToAttitudeList(	ATT_LONER );
					break;

				}
		break;
		case ( 4 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
					// coward
						AddAnAttitudeToAttitudeList( ATT_COWARD );
				break;
			case( 1 ):
						// none
					break;
					case( 2 ):
							// aggressive
						AddAnAttitudeToAttitudeList( ATT_AGGRESSIVE );
					break;
			case( 3 ):
						// none
					break;
				}
		break;
		case ( 5 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
					// coward
						AddAnAttitudeToAttitudeList( ATT_COWARD );
				break;
			case( 1 ):
						AddSkillToSkillList( NIGHTOPS_OT );
					break;
					case( 2 ):
						// dont like boxes much
			AddAPersonalityToPersonalityList( CLAUSTROPHOBIC );
					break;
			case( 3 ):
						// none
					break;
					case( 4 ):
					// none
					break;
				}
		break;
		case ( 6 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// electronics
			AddSkillToSkillList( ELECTRONICS_OT );
				break;
			case( 1 ):
							//knifing
			AddSkillToSkillList( KNIFING_OT );
					break;
					case( 2 ):
					AddSkillToSkillList( NIGHTOPS_OT );
					break;
			case( 3 ):
						// none
					break;
				}
		break;
		case ( 7 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// ambidexterous
						AddSkillToSkillList( AMBIDEXT_OT );
				break;
			case( 1 ):
			// none
					break;
					case( 2 ):
			// optimist
					AddAnAttitudeToAttitudeList( ATT_OPTIMIST );
					break;
			case( 3 ):
			// psycho
						AddAPersonalityToPersonalityList( PSYCHO );
					break;
				}
		break;
		case ( 8 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
					// forgetful
						AddAPersonalityToPersonalityList( FORGETFUL );
				break;
			case( 1 ):
						// none
					case( 2 ):
							// pessimist
						AddAnAttitudeToAttitudeList( ATT_PESSIMIST );
					break;
			case( 3 ):
					// nervous
						AddAPersonalityToPersonalityList( NERVOUS );
					break;
				}
		break;
		case ( 9 ):

				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// none
				break;
			case( 1 ):
						// pessimist
						AddAnAttitudeToAttitudeList( ATT_PESSIMIST );
					break;
					case( 2 ):
						// asshole
						AddAnAttitudeToAttitudeList( ATT_ASSHOLE );
					break;
			case( 3 ):
					// nervous
						AddAPersonalityToPersonalityList( NERVOUS );
					break;
				}
		break;
		case ( 10 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
					case( 0 ):
					// none
				break;
			case( 1 ):
					// teaching
			 AddSkillToSkillList( TEACHING_OT );
					break;
					case( 2 ):
						// aggressive
						AddAnAttitudeToAttitudeList( ATT_AGGRESSIVE );
					break;
			case( 3 ):
						// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;
					case( 4 ):
						// none
					break;
				}
		break;
		case ( 11 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						if( fCharacterIsMale )
						{
							// Martial arts
							AddSkillToSkillList( MARTIALARTS_OT );
						}
						else
						{
							// for women, ambidexterious
							AddSkillToSkillList( AMBIDEXT_OT );
						}
				break;
			case( 1 ):
							//knifing
			AddSkillToSkillList( KNIFING_OT );
					break;
					case( 2 ):
					// none
					break;
			case( 3 ):
						// automatic weapons
			AddSkillToSkillList( AUTO_WEAPS_OT );
					break;
					case( 4 ):
							// hand to hand
						AddSkillToSkillList( HANDTOHAND_OT );
					break;
					case( 5 ):
					// electronics
			AddSkillToSkillList( ELECTRONICS_OT );
					break;
					case( 6 ):
					// ashole
					break;
					case( 7 ):
					// none
					break;
				}
		break;
		case ( 12 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
			// forgetful
						AddAPersonalityToPersonalityList( FORGETFUL );
					break;
			case( 1 ):
						// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;
					case( 2 ):
							// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;
			case( 3 ):
					// heat problems
			AddAPersonalityToPersonalityList( HEAT_INTOLERANT );
					break;
				}
		break;
		case ( 13 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// dont like boxes much
			AddAPersonalityToPersonalityList( CLAUSTROPHOBIC );
				break;
			case( 1 ):
							// normal
						AddAnAttitudeToAttitudeList( ATT_NORMAL );
					break;
					case( 2 ):
					// heat problems
			AddAPersonalityToPersonalityList( HEAT_INTOLERANT );
					break;
			case( 3 ):
					// none
					break;
				}
		break;
		case ( 14 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// throwing
			AddSkillToSkillList( THROWING_OT );
				break;
			case( 1 ):
						// ambidexterous
						AddSkillToSkillList( AMBIDEXT_OT );
					break;
					case( 3 ):
					// none
					break;
			case( 2 ):
					AddAnAttitudeToAttitudeList( ATT_ARROGANT );
					break;

				}
		break;
		case ( 15 ):
				switch( iQuizAnswerList[ iCurrentQuestion ] )
				{
				case( 0 ):
						// none !
				break;
			case( 1 ):
						// none !
					break;
					case( 2 ):
						// none !
					break;
			case( 3 ):
						// none !
					break;
				}
		break;
		}
	}
}