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New Feature: dynamic dialogue is played when dynamic opinions are active. Mercs can comment on each others actions, and this can influence their opinions further. IMP character answers can even be chosen by the player.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7297 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -66,6 +66,7 @@
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#include "Tactical Save.h" // added by Flugente
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#include "Campaign Types.h" // added by Flugente
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#include "Strategic Town Loyalty.h"
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#include "DynamicDialogue.h" // added by Flugente
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#endif
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#include <vector>
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#include <queue>
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@@ -5151,7 +5152,7 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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bMaxBreathLoss = (float)min( 127, iBreathLoss );
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// Flugente: dynamic opinions: other mercs might get annoyed, because we are slowing down the team
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HandleDynamicOpinionSlowdown( pSoldier );
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_SLOWSUSDOWN, TRUE, TRUE );
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}
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}
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@@ -70,6 +70,7 @@
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#include "AIInternals.h" // added by SANDRO
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#include "Bullets.h" // HEADROCK HAM 5, for use with Bullet Impact.
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#include "CampaignStats.h" // added by Flugente
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#include "DynamicDialogue.h" // added by Flugente
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#endif
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#include "Reinforcement.h"
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@@ -4695,7 +4696,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsOthers++;
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// Flugente: dynamic opinions
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HandleDynamicOpinionCivKill( pAttacker->pSoldier );
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HandleDynamicOpinionChange( pAttacker->pSoldier, OPINIONEVENT_CIVKILLER, TRUE, TRUE );
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}
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break;
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}
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@@ -18,7 +18,8 @@
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#include "history.h"
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#include "Dialogue Control.h"
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#include "Strategic AI.h"
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#include "Tactical Save.h" // added by Flugente
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#include "Tactical Save.h" // added by Flugente
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#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions()
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#endif
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#include "Luaglobal.h"
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@@ -475,7 +476,7 @@ void HourlyLarryUpdate()
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}
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// Flugente: dynamic opinion
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HandleDynamicOpinionAddict( pSoldier );
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
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if ( fBar )
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{
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@@ -673,7 +674,7 @@ void HourlyStealUpdate()
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AutoPlaceObject( pSoldier, pTargetObj, TRUE );
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// Flugente: dynamic opinion
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HandleDynamicOpinionThief( pSoldier );
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_THIEF, TRUE, FALSE );
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}
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// save the changed inventory
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@@ -5742,7 +5742,7 @@ void RequestHighPriorityGarrisonReinforcements( INT32 iGarrisonID, UINT8 ubSoldi
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if ( giReinforcementPool > 0 )
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{
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pGroup = CreateNewEnemyGroupDepartingFromSector( SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ),
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0, min( ubSoldiersRequested, giReinforcementPool ), 0 );
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0, min( ubSoldiersRequested, giReinforcementPool ), 0, 0 );
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pGroup->ubMoveType = ONE_WAY;
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pGroup->pEnemyGroup->ubIntention = REINFORCEMENTS;
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gGarrisonGroup[ iGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
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@@ -46,6 +46,7 @@
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#include "Facilities.h"
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// HEADROCK HAM 3.6: And another include, for militia upkeep costs.
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#include "Town Militia.h"
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#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinionsDailyRefresh()
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#endif
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#ifdef JA2UB
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@@ -612,7 +613,7 @@ void MercDailyUpdate()
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HandleSnitchCheck();
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// Flugente: dynmaic opinion rollover
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HandleDynamicOpinions();
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HandleDynamicOpinionsDailyRefresh( );
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}
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/*
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@@ -37,6 +37,7 @@
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// HEADROCK HAM 3.6: Include for Facility Debt
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#include "Facilities.h"
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#include "CampaignStats.h" // added by Flugente
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#include "DynamicDialogue.h" // added by Flugente
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#endif
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#include "Luaglobal.h"
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