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Removed option AI_DECISION_INFO.
Added quest debug logging to Logs\QuestInfo.txt git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9177 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -275,6 +275,8 @@ enum
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BOOLEAN InitiateConversation( SOLDIERTYPE *pDestSoldier, SOLDIERTYPE *pSrcSoldier, INT8 bApproach, UINT32 uiApproachData )
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{
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DebugQuestInfo(String("InitiateConversation: from [%d] to [%d] %d data %d", pSrcSoldier->ubID, pDestSoldier->ubID, bApproach, uiApproachData));
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// ATE: OK, let's check the status of the Q
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// If it has something in it....delay this until after....
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if ( DialogueQueueIsEmptyOrSomebodyTalkingNow( ) )
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@@ -1404,6 +1406,7 @@ BOOLEAN NPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, UINT8 ubTargetAp
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{
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//CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_TRIGGER_NPC, ubTargetNPC, ubTargetRecord, fShowDialogueMenu, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
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CHECKF( SpecialCharacterDialogueEventWithExtraParam( DIALOGUE_SPECIAL_EVENT_TRIGGER_NPC, ubTargetNPC, ubTargetRecord, fShowDialogueMenu, ubTargetApproach, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
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DebugQuestInfo(String("NPCTriggerNPC: <%d>, record %d, %d, display %d", ubTargetNPC, ubTargetRecord, ubTargetApproach, fShowDialogueMenu));
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return( TRUE );
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}
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@@ -1412,6 +1415,7 @@ BOOLEAN NPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, UINT8 ubTargetAp
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BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubRecordNum )
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{
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CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_GOTO_GRIDNO, ubTargetNPC, usGridNo, ubRecordNum, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
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DebugQuestInfo(String("NPCGotoGridNo: <%d>, rec %d, usGridNo %d", ubTargetNPC, ubRecordNum, usGridNo));
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return( TRUE );
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}
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@@ -1420,6 +1424,7 @@ BOOLEAN NPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubRecordNum )
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BOOLEAN NPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum )
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{
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CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_DO_ACTION, ubTargetNPC, usActionCode, ubQuoteNum, gTalkPanel.iFaceIndex, DIALOGUE_NPC_UI ) != FALSE );
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DebugQuestInfo(String("NPCDoAction:<%d>, action code %d, quote num %d", ubTargetNPC, usActionCode, ubQuoteNum));
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return( TRUE );
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}
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@@ -1427,6 +1432,7 @@ BOOLEAN NPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum )
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BOOLEAN NPCClosePanel( )
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{
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CHECKF( SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_CLOSE_PANEL, 0, 0, 0, 0, DIALOGUE_NPC_UI ) != FALSE );
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DebugQuestInfo(String("NPCClosePanel"));
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return( TRUE );
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}
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@@ -1471,7 +1477,7 @@ BOOLEAN SourceSoldierPointerIsValidAndReachableForGive( SOLDIERTYPE * pGiver )
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void HandleNPCItemGiven( UINT8 ubNPC, OBJECTTYPE *pObject, INT8 bInvPos )
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{
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DebugQuestInfo(String("HandleNPCItemGiven: <%d> item %d inv %d", ubNPC, pObject->usItem, bInvPos));
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// Give it to the NPC soldier
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// AutoPlaceObject( gpDestSoldier, pObject, FALSE );
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@@ -1504,6 +1510,8 @@ void HandleNPCItemGiven( UINT8 ubNPC, OBJECTTYPE *pObject, INT8 bInvPos )
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void HandleNPCTriggerNPC( UINT8 ubTargetNPC, UINT8 ubTargetRecord, BOOLEAN fShowDialogueMenu, UINT8 ubTargetApproach )
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{
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DebugQuestInfo(String("HandleNPCTriggerNPC: <%d>, record %d, %d, display %d", ubTargetNPC, ubTargetRecord, ubTargetApproach, fShowDialogueMenu));
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SOLDIERTYPE *pSoldier;
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pSoldier = FindSoldierByProfileID( ubTargetNPC, FALSE );
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@@ -1668,6 +1676,8 @@ void HandleWaitTimerForNPCTrigger( )
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void HandleNPCGotoGridNo( UINT8 ubTargetNPC, INT32 usGridNo, UINT8 ubQuoteNum )
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{
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DebugQuestInfo(String("HandleNPCItemGiven:<%d> GridNo %d quote num %d", ubTargetNPC, usGridNo, ubQuoteNum));
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SOLDIERTYPE *pSoldier;
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// OK, Move to gridNo!
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