Character lines can be replaced before playing via HandleReplaceQuote(...) in Overhead.lua.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8712 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2019-12-02 22:02:04 +00:00
parent 8ace6a2954
commit c92290155f
3 changed files with 62 additions and 14 deletions
+45 -1
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@@ -873,6 +873,7 @@ static int l_SetMiniGameType( lua_State *L );
static int l_SoldierSpendMoney( lua_State *L );
static int l_SetAdditionalDialogue( lua_State *L );
static int l_SetReplaceDialogue( lua_State *L );
static int l_PlaySound( lua_State *L );
static int l_AddArmsDealerAdditionalIntelDataItem( lua_State *L );
@@ -1758,6 +1759,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register( L, "SoldierSpendMoney", l_SoldierSpendMoney );
lua_register( L, "SetAdditionalDialogue", l_SetAdditionalDialogue );
lua_register( L, "SetReplaceDialogue", l_SetReplaceDialogue );
lua_register( L, "PlaySound", l_PlaySound );
lua_register( L, "AddArmsDealerAdditionalIntelDataItem", l_AddArmsDealerAdditionalIntelDataItem );
@@ -12879,7 +12881,7 @@ static int l_AddVolunteers( lua_State *L )
{
if ( lua_gettop( L ) )
{
FLOAT num = lua_tointeger( L, 1 );
FLOAT num = lua_tonumber( L, 1 );
AddVolunteers( num );
}
@@ -13238,6 +13240,33 @@ static int l_SetAdditionalDialogue( lua_State *L )
return 0;
}
extern void SetSoundString( const char* aStr );
static int l_SetReplaceDialogue( lua_State *L )
{
if ( lua_gettop( L ) >= 2 )
{
size_t len = 0;
const char* str = lua_tolstring( L, 1, &len );
{
size_t len = 0;
const char* str = lua_tolstring( L, 2, &len );
CHAR16 quote_str[1000];
MultiByteToWideChar( CP_UTF8, 0, str, -1, quote_str, sizeof( quote_str ) / sizeof( quote_str[0] ) );
quote_str[sizeof( quote_str ) / sizeof( quote_str[0] ) - 1] = '\0';
SetQuoteStr( quote_str );
}
SetSoundString( str );
}
return 0;
}
static int l_PlaySound( lua_State *L )
{
if ( lua_gettop( L ) >= 1 )
@@ -13270,6 +13299,21 @@ void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
LuaFunction( _LS.L, "HandleAdditionalDialogue" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<int>( ubProfile ).Param<int>( iFaceIndex ).Param<int>( usEventNr ).Param<int>( aData1 ).Param<int>( aData2 ).Param<int>( aData3 ).Call( 9 );
}
void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
lua_register( _LS.L(), "CheckFact", l_CheckFact );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "HandleReplaceQuote" ).Param<int>( ubProfile ).Param<int>( usQuoteNum ).Call( 2 );
}
void LuaAddArmsDealerAdditionalIntelData()
{
const char* filename = "scripts\\Overhead.lua";
+1
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@@ -93,6 +93,7 @@ extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode,
extern BOOLEAN LetLuaMusicControl(UINT8 Init);
void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
void LuaAddArmsDealerAdditionalIntelData();
void LuaAddPhotoData( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, INT32 sGridNo, INT8 bLevel, UINT8 ubPhotographerProfile, UINT16 room, UINT8 usTargetProfile );
void LuaGetPhotoData( UINT8 aType );
+16 -13
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@@ -192,6 +192,7 @@ INT32 giTextBoxOverlay = -1;
BOOLEAN gfFacePanelActive = FALSE;
UINT32 guiScreenIDUsedWhenUICreated;
CHAR16 gzQuoteStr[ QUOTE_MESSAGE_SIZE ];
CHAR8 gzSoundString[164];
MOUSE_REGION gTextBoxMouseRegion;
MOUSE_REGION gFacePopupMouseRegion;
BOOLEAN gfUseAlternateDialogueFile = FALSE;
@@ -2041,7 +2042,6 @@ BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag,
BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier )
{
CHAR8 zSoundString[ 164 ];
UINT32 uiSoundID;
SOLDIERTYPE *pSoldier;
@@ -2144,28 +2144,25 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
// Check face index
CHECKF( iFaceIndex != -1 );
if ( !GetDialogue( ubCharacterNum,
usQuoteNum, DIALOGUESIZE, gzQuoteStr, &uiSoundID, zSoundString) )
if ( !GetDialogue( ubCharacterNum, usQuoteNum, DIALOGUESIZE, gzQuoteStr, &uiSoundID, gzSoundString ) )
{
return( FALSE );
}
// Flugente: hijack the quote for possible replacement by additional dialogue
extern void LuaHandleReplaceQuote( UINT8 ubProfile, UINT16 usQuoteNum );
LuaHandleReplaceQuote( ubCharacterNum, usQuoteNum );
// sevenfm: stop high speed timer for any talking face
if (IsFastForwardMode())
{
SetFastForwardMode(FALSE);
}
if( bUIHandlerID == DIALOGUE_EXTERNAL_NPC_UI )
{
// external NPC
SetFaceTalking( iFaceIndex , zSoundString, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
}
else
{
// start "talking" system (portrait animation and start wav sample)
SetFaceTalking( iFaceIndex, zSoundString, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
}
// start "talking" system (portrait animation and start wav sample)
SetFaceTalking( iFaceIndex, gzSoundString, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
// pSoldier can be null here... ( if NOT from an alive soldier )
CreateTalkingUI( bUIHandlerID, iFaceIndex, ubCharacterNum, pSoldier, gzQuoteStr );
@@ -2229,6 +2226,12 @@ void SetQuoteStr( STR16 aStr )
wcscpy( gzQuoteStr, aStr );
}
void SetSoundString( const char* aStr )
{
//Copy the original string over to the temp string
strcpy( gzSoundString, aStr );
}
BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString )
{
SOLDIERTYPE *pSoldier = FindSoldierByProfileID( ubProfile, TRUE );