New Trait: Snitch (Trait 22) (by anv)

Every midnight snitches will give you a report about their collegues' opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).

List of snitches (trait 22)
Beth
Bud
Buzz
Carp
Ears
Gary
Hurl
Lance
Leon
Weasel

see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/Snitches_+_Externalised_morale.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6723 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-01-01 12:02:23 +00:00
parent 224ebe9ba3
commit d5b4599e9c
54 changed files with 1395 additions and 163 deletions
+1 -1
View File
@@ -129,7 +129,7 @@ typedef struct
UINT8 ubEndRoll;
UINT8 ubFlags;
UINT8 ubAnimHeight;
CHAR8 zSoundFile[ 30 ];
CHAR8 zSoundFile[ 64 ];
} RANDOM_ANI_DEF;
+381
View File
@@ -1318,6 +1318,20 @@ void HandleDialogue( )
}
else if( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE )
{
// anv: handle snitch event
if( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE )
{
gTacticalStatus.ubLastQuoteSaid = (UINT8)QItem->usQuoteNum;
gTacticalStatus.ubLastQuoteProfileNUm = (UINT8)QItem->ubCharacterNum;
// Setup face pointer
gpCurrentTalkingFace = &gFacesData[ QItem->iFaceIndex ];
gubCurrentTalkingID = QItem->iFaceIndex;
//ExecuteCharacterDialogue( QItem->ubCharacterNum, QItem->usQuoteNum, QItem->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE );
//ExecuteCharacterDialogue( QItem->ubCharacterNum, QItem->usQuoteNum, QItem->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE);
ExecuteSnitchCharacterDialogue( QItem->ubCharacterNum, QItem->usQuoteNum, QItem->iFaceIndex, QItem->bUIHandlerID, QItem->uiSpecialEventData2, QItem->uiSpecialEventData3, QItem->uiSpecialEventData4 );
}
#ifdef JA2UB
//JA25 UB
if ( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING )
@@ -1414,6 +1428,9 @@ void HandleDialogue( )
BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, STR16 zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString );
BOOLEAN SnitchDialogueReplaceMercNicksWithProperData( CHAR16 *pFinishedString, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
BOOLEAN GetSnitchDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, STR16 zDialogueText, UINT32 *puiSound1ID, UINT32 *puiSound2ID, UINT32 *puiSound3ID, CHAR8 zSoundFiles[][64], UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
{
@@ -1580,6 +1597,61 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
return( CharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
}
BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT8 ubEventType, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile )
{
// Haydent
if(is_client)
{
return(FALSE); //somewhere amongst all this it causes a puase of merc movement while making the quote which throws out the movement sync between clients... : hayden.
}
if ( pSoldier->ubProfile == NO_PROFILE )
{
return( FALSE );
}
#if (defined JA2UB)
//Ja25 no meanwhiles
#else
if ( AreInMeanwhile( ) )
{
return( FALSE );
}
#endif
if (pSoldier->stats.bLife < CONSCIOUSNESS )
return( FALSE );
if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED )
return( FALSE );
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
return( FALSE );
if ( (AM_A_ROBOT( pSoldier )) )
{
return( FALSE );
}
if( pSoldier->bAssignment == ASSIGNMENT_POW )
{
return( FALSE );
}
// OK, let's check if this is the exact one we just played, if so, skip.
//if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
// usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
//{
// return( FALSE );
//}
if ( AM_AN_EPC( pSoldier ) && !(gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE) )
return( FALSE );
return( SnitchCharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex,
DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE,
ubTargetProfile, ubTargetProfile, ubSecondaryTargetProfile,
DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
}
// This function takes a profile num, quote num, faceindex and a UI hander ID.
// What it does is queues up the dialog to be ultimately loaded/displayed
// FACEINDEX
@@ -1693,6 +1765,44 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
return( TRUE );
}
BOOLEAN SnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex,
UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2,
UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4,
UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed )
{
DIALOGUE_Q_STRUCT *QItem;
// Allocate new item
QItem = (DIALOGUE_Q_STRUCT *) MemAlloc( sizeof( DIALOGUE_Q_STRUCT ) );
memset( QItem, 0, sizeof( DIALOGUE_Q_STRUCT ) );
QItem->ubCharacterNum = ubCharacterNum;
QItem->usQuoteNum = usQuoteNum;
QItem->uiSpecialEventFlag = uiSpecialEventFlag;
QItem->uiSpecialEventData = uiSpecialEventData1;
QItem->uiSpecialEventData2 = uiSpecialEventData2;
QItem->uiSpecialEventData3 = uiSpecialEventData3;
QItem->uiSpecialEventData4 = uiSpecialEventData4;
QItem->iFaceIndex = iFaceIndex;
QItem->bUIHandlerID = bUIHandlerID;
QItem->iTimeStamp = GetJA2Clock( );
QItem->fFromSoldier = fFromSoldier;
QItem->fDelayed = fDelayed;
// check if pause already locked, if so, then don't mess with it
if( gfLockPauseState == FALSE )
{
QItem->fPauseTime = fPausedTimeDuringQuote;
}
fPausedTimeDuringQuote = FALSE;
// Add to queue
ghDialogueQ = AddtoQueue( ghDialogueQ, &QItem );
return( TRUE );
}
BOOLEAN SpecialCharacterDialogueEvent( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, INT32 iFaceIndex, UINT8 bUIHandlerID )
{
@@ -1853,6 +1963,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
}
}
// anv: have to do it now for single sounds
subsequentsounds.ubMaxSndCounter = 0;
// Check face index
CHECKF( iFaceIndex != -1 );
@@ -1883,6 +1996,36 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
return( TRUE );
}
BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, UINT8 ubSnitchEventType, UINT8 ubSnitchTargetID, UINT8 ubSecondarySnitchTargetID )
{
UINT32 uiSound1ID;
UINT32 uiSound2ID;
UINT32 uiSound3ID;
//if( bUIHandlerID == DIALOGUE_SNITCH_UI )
{
CHAR8 zSoundFiles[10][64];
SOLDIERTYPE *pSoldier;
pSoldier = FindSoldierByProfileID( ubCharacterNum, TRUE );
if ( !GetSnitchDialogue( ubCharacterNum,
usQuoteNum, DIALOGUESIZE, gzQuoteStr, &uiSound1ID, &uiSound2ID, &uiSound3ID, zSoundFiles, ubSnitchTargetID, ubSecondarySnitchTargetID ) )
{
return( FALSE );
}
//SetFaceTalkingMultipleSounds( iFaceIndex, zSoundString1, zSoundString2, zSoundString3, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
//SetFaceTalking( iFaceIndex, zSoundString1, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
SetFaceTalkingMultipleSounds( iFaceIndex, zSoundFiles, 3, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
CreateTalkingUI( DIALOGUE_TACTICAL_UI, iFaceIndex, ubCharacterNum, pSoldier, gzQuoteStr );
// Set global handleer ID value, used when face desides it's done...
gbUIHandlerID = DIALOGUE_TACTICAL_UI;
guiScreenIDUsedWhenUICreated = guiCurrentScreen;
return( TRUE );
}
}
void CreateTalkingUI( INT8 bUIHandlerID, INT32 iFaceIndex, UINT8 ubCharacterNum, SOLDIERTYPE *pSoldier, STR16 zQuoteStr )
{
@@ -2211,6 +2354,46 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
return( zFileName );
}
CHAR8 *GetSnitchDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN fWavFile, BOOLEAN fName )
{
static CHAR8 zFileName[164];
static CHAR8 zFileNameExists[164];
UINT8 ubFileNumID;
if ( fWavFile )
{
if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
{
// build name of wav file (characternum + quotenum)
if(fName)
{
sprintf( zFileName,"SPEECH\\SNITCH\\NAMES\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"SPEECH\\SNITCH\\NAMES\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
}
else
{
sprintf( zFileName,"SPEECH\\SNITCH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"SPEECH\\SNITCH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
}
}
}
else
{
// assume EDT files are in EDT directory on HARD DRIVE
if(fName)
sprintf( zFileName,"MERCEDT\\SNITCH\\NAMES\\%03d.EDT", ubCharacterNum );
else
sprintf( zFileName,"MERCEDT\\SNITCH\\%03d.EDT", ubCharacterNum );
}
return( zFileName );
}
// Used to see if the dialog text file exists
BOOLEAN DialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN fWavFile, STR8 *ppStr )
@@ -2227,6 +2410,20 @@ BOOLEAN DialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNu
return( FileExists( pFilename ) );
}
BOOLEAN SnitchDialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN fWavFile, STR8 *ppStr, BOOLEAN fName )
{
STR8 pFilename;
pFilename = GetSnitchDialogueDataFilename( ubCharacterNum, usQuoteNum, fWavFile, fName );
if ( ppStr )
{
(*ppStr ) = pFilename;
}
return( FileExists( pFilename ) );
}
BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, STR16 zDialogueText, UINT32 *puiSoundID, CHAR8 *zSoundString )
{
STR8 pFilename;
@@ -2297,6 +2494,190 @@ BOOLEAN GetDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize,
}
BOOLEAN SnitchDialogueReplaceMercNicksWithProperData( CHAR16 *pFinishedString, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile )
{
CHAR16 pTempString[ 320 ];
INT32 iLength =0;
INT32 iCurLocInSourceString =0 ;
INT32 iLengthOfSourceString = wcslen( pFinishedString ); //Get the length of the source string
CHAR16 *pMercNickString = NULL;
CHAR16 *pOtherMercNickString = NULL;
CHAR16 *pSubString = NULL;
BOOLEAN fReplacingMercName = TRUE;
CHAR16 sMercNick[ 32 ] = L"$MERCNICK$"; //Will be replaced by the mercs name
CHAR16 sOtherMercNick[ 32 ] = L"$MERCNICK2$"; //Will be replaced by the mercs name
CHAR16 sSearchString[32];
//Copy the original string over to the temp string
wcscpy( pTempString, pFinishedString );
//Null out the string
pFinishedString[0] = L'\0';
//Keep looping through to replace all references to the keyword
while( iCurLocInSourceString < iLengthOfSourceString )
{
iLength = 0;
pSubString = NULL;
//Find out if the $MERCNICK$ is in the string
pMercNickString = wcsstr( &pTempString[ iCurLocInSourceString ], sMercNick );
//Find out if the $MERCNICK2$ is in the string
pOtherMercNickString = wcsstr( &pTempString[ iCurLocInSourceString ], sOtherMercNick );
if( pMercNickString != NULL && pOtherMercNickString != NULL )
{
if( pMercNickString < pOtherMercNickString )
{
fReplacingMercName = TRUE;
pSubString = pMercNickString;
wcscpy( sSearchString, sMercNick);
}
else
{
fReplacingMercName = FALSE;
pSubString = pOtherMercNickString;
wcscpy( sSearchString, sOtherMercNick);
}
}
else if( pMercNickString != NULL )
{
fReplacingMercName = TRUE;
pSubString = pMercNickString;
wcscpy( sSearchString, sMercNick);
}
else if( pOtherMercNickString != NULL )
{
fReplacingMercName = FALSE;
pSubString = pOtherMercNickString;
wcscpy( sSearchString, sOtherMercNick);
}
else
{
pSubString = NULL;
}
// if there is a substring
if( pSubString != NULL )
{
iLength = pSubString - &pTempString[ iCurLocInSourceString ];
//Copy the part of the source string up to the keyword
wcsncat( pFinishedString, &pTempString[ iCurLocInSourceString ], iLength );
//increment the source string counter by how far in the keyword is and by the length of the keyword
iCurLocInSourceString+= iLength + wcslen( sSearchString );
if( fReplacingMercName )
{
//add the mercs name to the string
wcscat( pFinishedString, gMercProfiles[ ubTargetProfile ].zNickname );
}
else
{
//add the mercs name to the string
wcscat( pFinishedString, gMercProfiles[ ubSecondaryTargetProfile ].zNickname );
}
}
else
{
//add the rest of the string
wcscat( pFinishedString, &pTempString[ iCurLocInSourceString ] );
iCurLocInSourceString += wcslen( &pTempString[ iCurLocInSourceString ] );
}
}
return( TRUE );
}
// anv: special version of GetDialogue, message is put together from parts
BOOLEAN GetSnitchDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iDataSize, STR16 zDialogueText, UINT32 *puiSound1ID, UINT32 *puiSound2ID, UINT32 *puiSound3ID, CHAR8 zSoundFiles[][64], UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile )
{
STR8 pFilename1;
STR8 pFilename2;
STR8 pFilename3;
CHAR16 zDialogueTextTemp[ QUOTE_MESSAGE_SIZE ];
BOOLEAN fTextAvailable = FALSE;
// first things first - grab the text (if player has SUBTITLE PREFERENCE ON)
//if ( gGameSettings.fOptions[ TOPTION_SUBTITLES ] )
{
if ( SnitchDialogueDataFileExistsForProfile( ubCharacterNum, 0, FALSE, &pFilename1, FALSE ) )
//SnitchDialogueDataFileExistsForProfile( ubCharacterNum, 0, FALSE, &pFilename, TRUE ) &&
//SnitchDialogueDataFileExistsForProfile( ubCharacterNum, 0, FALSE, &pFilename, TRUE ) && )
{
LoadEncryptedDataFromFile( pFilename1, zDialogueText, usQuoteNum * iDataSize, iDataSize );
//LoadEncryptedDataFromFile( pFilename2, zDialogueText2, ubSnitchTarget * iDataSize, iDataSize );
//LoadEncryptedDataFromFile( pFilename3, zDialogueText3, ubSecondarySnitchTarget * iDataSize, iDataSize );
SnitchDialogueReplaceMercNicksWithProperData( zDialogueText, ubTargetProfile, ubSecondaryTargetProfile );
//if( ubSnitchTargetID != NOBODY )
//{
// wcscpy( zDialogueTextTemp, gMercProfiles[ubTargetProfile].zNickname );
// wcscat( zDialogueTextTemp, zDialogueText );
//}
//else
//{
// wcscpy( zDialogueTextTemp, zDialogueText );
//}
//if( ubSecondarySnitchTargetID != NOBODY )
//{
// wcscat( zDialogueTextTemp, gMercProfiles[ubSecondaryTargetProfile].zNickname );
//}
//wcscpy( zDialogueText, zDialogueTextTemp );
if(zDialogueText[0] == 0)
{
swprintf( zDialogueText, L"I have no text in the EDT file ( %d ) %S", usQuoteNum, pFilename1 );
#ifndef JA2BETAVERSION
return( FALSE );
#endif
}
else
fTextAvailable = TRUE;
}
else
{
swprintf( zDialogueText, L"I have no text in the file ( %d ) %S", usQuoteNum , pFilename1 );
#ifndef JA2BETAVERSION
return( FALSE );
#endif
}
}
// CHECK IF THE FILE EXISTS, IF NOT, USE DEFAULT!
//pFilename1 = GetSnitchDialogueDataFilename( ubCharacterNum, usQuoteNum, TRUE, FALSE );
//pFilename2 = GetSnitchDialogueDataFilename( ubCharacterNum, ubSnitchTargetID, TRUE, TRUE );
//pFilename3 = GetSnitchDialogueDataFilename( ubCharacterNum, ubSecondarySnitchTargetID, TRUE, TRUE );
// Copy
strcpy( zSoundFiles[0], GetSnitchDialogueDataFilename( ubCharacterNum, ubTargetProfile, TRUE, TRUE ) );
strcpy( zSoundFiles[1], GetSnitchDialogueDataFilename( ubCharacterNum, usQuoteNum, TRUE, FALSE ) );
strcpy( zSoundFiles[2], GetSnitchDialogueDataFilename( ubCharacterNum, ubSecondaryTargetProfile, TRUE, TRUE ) );
*puiSound1ID = NO_SAMPLE;
*puiSound2ID = NO_SAMPLE;
*puiSound3ID = NO_SAMPLE;
// get speech if applicable
if ( gGameSettings.fOptions[ TOPTION_SPEECH ] )
{
// Load it into memory!
*puiSound1ID = SoundLoadSample( zSoundFiles[0] );
*puiSound2ID = SoundLoadSample( zSoundFiles[0] );
*puiSound3ID = SoundLoadSample( zSoundFiles[0] );
}
return (*puiSound2ID != NO_SAMPLE) || fTextAvailable;
}
// Handlers for tactical UI stuff
void HandleTacticalNPCTextUI( UINT8 ubCharacterNum, STR16 zQuoteStr )
{
+12 -1
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@@ -229,7 +229,7 @@ enum DialogQuoteIDs
#define DIALOGUE_SPECK_CONTACT_PAGE_UI 4
#define DIALOGUE_EXTERNAL_NPC_UI 5
#define DIALOGUE_SHOPKEEPER_UI 6
#define DIALOGUE_SNITCH_UI 7 // anv: special handle for snitch dialogue
#define DIALOGUE_SPECIAL_EVENT_GIVE_ITEM 0x00000001
#define DIALOGUE_SPECIAL_EVENT_TRIGGER_NPC 0x00000002
@@ -278,6 +278,8 @@ enum DialogQuoteIDs
#define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x00000002
#endif
#define MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE 0x00000004
#ifdef JA2UB
enum{
JERRY_MELO_FACE = 6,
@@ -340,12 +342,19 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT
// A higher level function used for tactical quotes
BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT8 ubEventType, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
// A higher level function used for tactical quotes
BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
// A more general purpose function for processing quotes
BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed );
BOOLEAN SnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex,
UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2,
UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4,
UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed );
// A special event can be setup which can be queued with other speech
BOOLEAN SpecialCharacterDialogueEvent( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, INT32 iFaceIndex, UINT8 bUIHandlerID );
@@ -355,6 +364,8 @@ BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag,
// execute specific character dialogue
BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fSoldier );
BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, UINT8 ubSnitchEventType, UINT8 ubSnitchTargetID, UINT8 ubSecondarySnitchTargetID );
// Called when a face stops talking...
void HandleDialogueEnd( FACETYPE *pFace );
+63 -1
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@@ -1345,7 +1345,17 @@ void HandleTalkingAutoFace( INT32 iFaceIndex )
// Check if we have finished, set some flags for the final delay down if so!
if ( !SoundIsPlaying( pFace->uiSoundID ) && !pFace->fFinishTalking )
{
SetupFinalTalkingDelay( pFace );
if( subsequentsounds.ubMaxSndCounter != 0 && subsequentsounds.ubSndCounter < subsequentsounds.ubMaxSndCounter )
{
pFace->uiSoundID = PlayJA2GapSample( subsequentsounds.zSoundFiles[subsequentsounds.ubSndCounter], RATE_11025, HIGHVOLUME, 1, MIDDLEPAN, &(pFace->GapList ) );
subsequentsounds.ubSndCounter++;
}
else
{
subsequentsounds.ubMaxSndCounter = 0;
SetupFinalTalkingDelay( pFace );
}
}
}
else
@@ -3003,6 +3013,58 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
}
BOOLEAN SetFaceTalkingMultipleSounds( INT32 iFaceIndex, CHAR8 zSoundFiles[][64], UINT8 ubMaxSoundsCount,
STR16 zTextString, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
CHAR8 zExistingSoundFiles[10][64];
UINT8 ubSoundsCount = 0;
FACETYPE *pFace;
pFace = &gFacesData[ iFaceIndex ];
// Set face to talking
pFace->fTalking = TRUE;
pFace->fAnimatingTalking = TRUE;
pFace->fFinishTalking = FALSE;
// only play sounds that do exist
for( UINT8 i = 0; i < ubMaxSoundsCount; i++ )
{
if( FileExists(zSoundFiles[i]) )
{
strcpy(zExistingSoundFiles[ubSoundsCount], zSoundFiles[i]);
ubSoundsCount++;
}
}
// Play sample
if( gGameSettings.fOptions[ TOPTION_SPEECH ] )
pFace->uiSoundID = PlayJA2MultipleGapSample( zExistingSoundFiles, ubSoundsCount, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN, &(pFace->GapList ) );
else
pFace->uiSoundID = SOUND_ERROR;
if ( pFace->uiSoundID != SOUND_ERROR )
{
pFace->fValidSpeech = TRUE;
pFace->uiTalkingFromVeryBeginningTimer = GetJA2Clock( );
}
else
{
pFace->fValidSpeech = FALSE;
// Set delay based on sound...
pFace->uiTalkingTimer = pFace->uiTalkingFromVeryBeginningTimer = GetJA2Clock( );
pFace->uiTalkingDuration = FindDelayForString( zTextString );
}
return( TRUE );
}
BOOLEAN ExternSetFaceTalking( INT32 iFaceIndex, UINT32 uiSoundID )
{
FACETYPE *pFace;
+8 -8
View File
@@ -202,30 +202,30 @@ BOOLEAN ApplyFood( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, BOOLEAN fForce, B
if ( moralemod > 0 )
{
while ( moralemod > 0 && moralemod >= gbMoraleEvent[MORALE_GOOD_FOOD].bChange )
while ( moralemod > 0 && moralemod >= gMoraleSettings.bValues[MORALE_GOOD_FOOD] )//gbMoraleEvent[MORALE_GOOD_FOOD].bChange )
{
HandleMoraleEvent( pSoldier, MORALE_GOOD_FOOD, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
moralemod -= gbMoraleEvent[MORALE_GOOD_FOOD].bChange;
moralemod -= gMoraleSettings.bValues[MORALE_GOOD_FOOD];//gbMoraleEvent[MORALE_GOOD_FOOD].bChange;
}
while ( moralemod > 0 && moralemod >= gbMoraleEvent[MORALE_FOOD].bChange )
while ( moralemod > 0 && moralemod >= gMoraleSettings.bValues[MORALE_FOOD] )//gbMoraleEvent[MORALE_FOOD].bChange )
{
HandleMoraleEvent( pSoldier, MORALE_FOOD, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
moralemod -= gbMoraleEvent[MORALE_FOOD].bChange;
moralemod -= gMoraleSettings.bValues[MORALE_FOOD];//gbMoraleEvent[MORALE_FOOD].bChange;
}
}
else if ( moralemod < 0 )
{
while ( moralemod < 0 && moralemod <= gbMoraleEvent[MORALE_LOATHSOME_FOOD].bChange )
while ( moralemod < 0 && moralemod <= gMoraleSettings.bValues[MORALE_LOATHSOME_FOOD] )//gbMoraleEvent[MORALE_LOATHSOME_FOOD].bChange )
{
HandleMoraleEvent( pSoldier, MORALE_LOATHSOME_FOOD, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
moralemod -= gbMoraleEvent[MORALE_LOATHSOME_FOOD].bChange;
moralemod -= gMoraleSettings.bValues[MORALE_LOATHSOME_FOOD];//gbMoraleEvent[MORALE_LOATHSOME_FOOD].bChange;
}
while ( moralemod < 0 && moralemod <= gbMoraleEvent[MORALE_BAD_FOOD].bChange )
while ( moralemod < 0 && moralemod <= gMoraleSettings.bValues[MORALE_BAD_FOOD] )//gbMoraleEvent[MORALE_BAD_FOOD].bChange )
{
HandleMoraleEvent( pSoldier, MORALE_BAD_FOOD, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
moralemod -= gbMoraleEvent[MORALE_BAD_FOOD].bChange;
moralemod -= gMoraleSettings.bValues[MORALE_BAD_FOOD];//gbMoraleEvent[MORALE_BAD_FOOD].bChange;
}
}
/////////////////// MORALE //////////////////////
+10 -1
View File
@@ -6,7 +6,16 @@
typedef UINT8 AudioSample8;
typedef INT16 AudioSample16;
typedef struct
{
SOUNDPARMS spParams;
CHAR8 zSoundFiles[10][64];
UINT8 ubSndCounter;
UINT8 ubMaxSndCounter;
} SUBSEQUENTSOUNDS;
extern SUBSEQUENTSOUNDS subsequentsounds;
void AudioGapListInit( CHAR8 *zSoundFile, AudioGapList *pGapList );
void AudioGapListDone( AudioGapList *pGapList );
@@ -16,6 +25,6 @@ void PollAudioGap( UINT32 uiSampleNum, AudioGapList *pGapList );
UINT32 PlayJA2GapSample( CHAR8 *zSoundFile, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan, AudioGapList* pData );
UINT32 PlayJA2MultipleGapSample( CHAR8 zSoundFiles[][64], UINT8 ubSoundsCount, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan, AudioGapList* pData );
#endif
+29
View File
@@ -12,6 +12,8 @@
#include "FileMan.h"
#endif
SUBSEQUENTSOUNDS subsequentsounds;
#if 0
static void AILCALLBACK timer_func( UINT32 user )
{
@@ -272,6 +274,33 @@ UINT32 PlayJA2GapSample( CHAR8 *zSoundFile, UINT32 usRate, UINT32 ubVolume, UINT
return(SoundPlayStreamedFile( zSoundFile, &spParms));
}
// anv: for playing multiple sounds in row (with one text)
UINT32 PlayJA2MultipleGapSample( CHAR8 zSoundFiles[][64], UINT8 ubSoundsCount, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan, AudioGapList* pData )
{
SOUNDPARMS spParms;
memset(&spParms, 0xff, sizeof(SOUNDPARMS));
spParms.uiSpeed = usRate;
spParms.uiVolume = (UINT32) ( ( ubVolume / (FLOAT) HIGHVOLUME ) * GetSpeechVolume( ) );
spParms.uiLoop = ubLoops;
spParms.uiPan = uiPan;
spParms.uiPriority=GROUP_PLAYER;
subsequentsounds.ubSndCounter = 1;
subsequentsounds.ubMaxSndCounter = ubSoundsCount;
for( UINT8 i = 0; i < ubSoundsCount; i++ )
{
strcpy(subsequentsounds.zSoundFiles[i], zSoundFiles[i]);
}
subsequentsounds.spParams = spParms;
// Setup Gap Detection, if it is not null
if( pData != NULL )
AudioGapListInit( zSoundFiles[0], pData );
return( SoundPlayStreamedFile( zSoundFiles[0], &spParms));
// rest of sounds (if there are any) will be called from HandleTalkingAutoFace when current one ends
}
+339 -42
View File
@@ -31,15 +31,19 @@
#include "connect.h"
#include "fresh_header.h"
#define MORALE_MOD_MAX 50 // morale *mod* range is -50 to 50, if you change this, check the decay formulas!
#define DRUG_EFFECT_MORALE_MOD 150
#define ALCOHOL_EFFECT_MORALE_MOD 160
#include "Random.h"
#define HOURS_BETWEEN_STRATEGIC_DECAY 3
#include "Merc Contract.h"
#define PHOBIC_LIMIT -20
//#define MORALE_MOD_MAX 50 // morale *mod* range is -50 to 50, if you change this, check the decay formulas!
//#define DRUG_EFFECT_MORALE_MOD 150
//#define ALCOHOL_EFFECT_MORALE_MOD 160
//#define HOURS_BETWEEN_STRATEGIC_DECAY 3
//#define PHOBIC_LIMIT -20
// macros
#define SOLDIER_IN_SECTOR( pSoldier, sX, sY, bZ ) ( !pSoldier->flags.fBetweenSectors && ( pSoldier->sSectorX == sX ) && ( pSoldier->sSectorY == sY ) && ( pSoldier->bSectorZ == bZ ) )
@@ -94,6 +98,13 @@ MoraleEvent gbMoraleEvent[NUM_MORALE_EVENTS] =
{ TACTICAL_MORALE_EVENT, 5}, //MORALE_GOOD_FOOD,
{ TACTICAL_MORALE_EVENT, -1}, //MORALE_BAD_FOOD,
{ TACTICAL_MORALE_EVENT, -5}, //MORALE_LOATHSOME_FOOD,
// added by anv
{ STRATEGIC_MORALE_EVENT, -5}, //MORALE_BUDDY_FIRED,
{ STRATEGIC_MORALE_EVENT, -8}, //MORALE_BUDDY_FIRED_ON_BAD_TERMS,
{ STRATEGIC_MORALE_EVENT, -8}, //MORALE_BUDDY_FIRED_EARLY
{ STRATEGIC_MORALE_EVENT, -2}, //MORALE_BAD_EQUIPMENT,
{ STRATEGIC_MORALE_EVENT, -3}, //MORALE_OWED_MONEY,
{ STRATEGIC_MORALE_EVENT, -3}, //MORALE_PLAYER_INACTIVE,
};
BOOLEAN gfSomeoneSaidMoraleQuote = FALSE;
@@ -207,7 +218,7 @@ void DecayTacticalMoraleModifiers( void )
if ( pSoldier->bSectorZ > 0 )
{
// underground, no recovery... in fact, if tact morale is high, decay
if ( pSoldier->aiData.bTacticalMoraleMod > PHOBIC_LIMIT )
if ( pSoldier->aiData.bTacticalMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
HandleMoraleEvent( pSoldier, MORALE_CLAUSTROPHOBE_UNDERGROUND, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -257,7 +268,7 @@ void DecayTacticalMoraleModifiers( void )
if ( fHandleNervous )
{
if ( pSoldier->aiData.bTacticalMoraleMod == PHOBIC_LIMIT )
if ( pSoldier->aiData.bTacticalMoraleMod == gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
// don't change morale
//continue;
@@ -321,11 +332,12 @@ void RefreshSoldierMorale( SOLDIERTYPE * pSoldier )
}
// CJC, April 19, 1999: added up to 20% morale boost according to progress
iActualMorale = DEFAULT_MORALE + (INT32) pSoldier->aiData.bTeamMoraleMod + (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) (CurrentPlayerProgressPercentage() / 5);
//iActualMorale = DEFAULT_MORALE + (INT32) pSoldier->aiData.bTeamMoraleMod + (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) (CurrentPlayerProgressPercentage() / 5);
iActualMorale = gMoraleSettings.ubDefaultMorale + (INT32) pSoldier->aiData.bTeamMoraleMod + (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) (CurrentPlayerProgressPercentage() / 5);
// ATE: Modify morale based on drugs....
iActualMorale += ( ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ADRENALINE ] * DRUG_EFFECT_MORALE_MOD ) / 100 );
iActualMorale += ( ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ALCOHOL ] * ALCOHOL_EFFECT_MORALE_MOD ) / 100 );
iActualMorale += ( ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ADRENALINE ] * gMoraleSettings.sDrugAndAlcoholModifiers[DRUG_EFFECT_MORALE_MOD] ) / 100 );
iActualMorale += ( ( pSoldier->drugs.bDrugEffect[ DRUG_TYPE_ALCOHOL ] * gMoraleSettings.sDrugAndAlcoholModifiers[ALCOHOL_EFFECT_MORALE_MOD] ) / 100 );
iActualMorale = __min( 100, iActualMorale );
iActualMorale = __max( 0, iActualMorale );
@@ -405,7 +417,7 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
}//hayden
ubType = gbMoraleEvent[bMoraleEvent].ubType;
bMoraleMod = gbMoraleEvent[bMoraleEvent].bChange;
bMoraleMod = gReputationSettings.bValues[bMoraleEvent];//gbMoraleEvent[bMoraleEvent].bChange;
pProfile = &(gMercProfiles[ pSoldier->ubProfile ]);
@@ -426,19 +438,19 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
case CHAR_TRAIT_SOCIABLE:
bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs == 0 )
bMoraleMod -= 5;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY];// -= 5;
else if ( bNumMercs == 1 )
bMoraleMod -= 2;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY];// -= 2;
break;
case CHAR_TRAIT_LONER:
bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs > 1 )
bMoraleMod -= 5;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY];// -= 5;
else if ( bNumMercs == 1 )
bMoraleMod -= 2;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_ONE_MERC_NEARBY];// -= 2;
break;
case CHAR_TRAIT_OPTIMIST:
bMoraleMod += 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OPTIMIST];//1;
break;
case CHAR_TRAIT_AGGRESSIVE:
switch ( bMoraleEvent )
@@ -447,7 +459,7 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
case MORALE_DID_LOTS_OF_DAMAGE:
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
bMoraleMod += 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION];//1;
break;
}
break;
@@ -462,14 +474,14 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
case MORALE_QUEEN_BATTLE_WON:
bMoraleMod -= 5;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION];//-= 5;
break;
}
break;
}
if ( IsShowOffNearBy( pSoldier ) )
{
bMoraleMod -= 2;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SHOWOFF_AROUND];//-= 2;
}
}
@@ -478,11 +490,13 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
switch( pProfile->bAttitude )
{
case ATT_OPTIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT];//1;
break;
case ATT_AGGRESSIVE:
bMoraleMod += 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT];//1;
break;
case ATT_PESSIMIST:
bMoraleMod -= 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT];//-= 1;
break;
default:
break;
@@ -518,7 +532,7 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
// Check for character traits
if ( pProfile->bCharacterTrait == CHAR_TRAIT_OPTIMIST )
{
bMoraleMod += 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OPTIMIST];//1;
}
// Fearless character does not suffer morale loss for these so much
else if( pProfile->bCharacterTrait == CHAR_TRAIT_DAUNTLESS )
@@ -526,12 +540,16 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
switch ( bMoraleEvent )
{
case MORALE_SQUADMATE_DIED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED];//3;
break;
case MORALE_SUPPRESSED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SUPPRESSED];//3;
break;
case MORALE_TOOK_LOTS_OF_DAMAGE:
bMoraleMod += 3;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE];//3;
break;
case MORALE_TEAMMATE_DIED:
bMoraleMod += 2;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED];//2;
break;
}
}
@@ -541,13 +559,13 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
switch( pProfile->bAttitude )
{
case ATT_OPTIMIST:
bMoraleMod += 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT];//1;
break;
case ATT_PESSIMIST:
bMoraleMod -= 1;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT];//-= 1;
break;
case ATT_COWARD:
bMoraleMod -= 2;
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_COWARD_BAD_EVENT];//-= 2;
default:
break;
}
@@ -573,22 +591,22 @@ void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
if (ubType == TACTICAL_MORALE_EVENT)
{
iMoraleModTotal = (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, MORALE_MOD_MAX );
iMoraleModTotal = __max( iMoraleModTotal, -MORALE_MOD_MAX );
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bTacticalMoraleMod = (INT8) iMoraleModTotal;
}
else if ( gTacticalStatus.fEnemyInSector && !pSoldier->bInSector ) // delayed strategic
{
iMoraleModTotal = (INT32) pSoldier->bDelayedStrategicMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, MORALE_MOD_MAX );
iMoraleModTotal = __max( iMoraleModTotal, -MORALE_MOD_MAX );
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->bDelayedStrategicMoraleMod = (INT8) iMoraleModTotal;
}
else // strategic
{
iMoraleModTotal = (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, MORALE_MOD_MAX );
iMoraleModTotal = __max( iMoraleModTotal, -MORALE_MOD_MAX );
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bStrategicMoraleMod = (INT8) iMoraleModTotal;
}
@@ -674,7 +692,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
Assert( pSoldier );
// affects the soldier only, should be ignored if tactical morale mod is -20 or less
// SANDRO - really?? I think it also shouldn't go lower if strategic morale mod is less than -20
if ( pSoldier->aiData.bTacticalMoraleMod > PHOBIC_LIMIT && pSoldier->aiData.bStrategicMoraleMod > PHOBIC_LIMIT )
if ( pSoldier->aiData.bTacticalMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] && pSoldier->aiData.bStrategicMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
}
@@ -771,7 +789,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
{
if ( gGameOptions.fNewTraitSystem && bMoraleEvent != MORALE_DEIDRANNA_KILLED)
{
if ( !SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) && ( gbMoraleEvent[bMoraleEvent].bChange > 0 ) &&
if ( !SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) && ( gMoraleSettings.bValues[bMoraleEvent] > 0 ) && //( gbMoraleEvent[bMoraleEvent].bChange > 0 ) &&
gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE )
{
// No morale gain for assertive people from actions of others
@@ -988,7 +1006,12 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_DEIDRANNA_KILLED:
ModifyPlayerReputation(REPUTATION_KILLED_DEIDRANNA);
break;
case MORALE_BAD_EQUIPMENT:
ModifyPlayerReputation(REPUTATION_MERC_COMPLAIN_EQUIPMENT);
case MORALE_OWED_MONEY:
ModifyPlayerReputation(REPUTATION_MERC_OWED_MONEY);
case MORALE_PLAYER_INACTIVE_DAYS:
ModifyPlayerReputation(REPUTATION_PLAYER_IS_INACTIVE);
default:
// no reputation impact
break;
@@ -1168,11 +1191,11 @@ void HourlyMoraleUpdate( void )
// SANDRO - morale is going down faster if not fighting for malicious characters
if ( gGameOptions.fNewTraitSystem && pProfile->bCharacterTrait == CHAR_TRAIT_MALICIOUS )
{
bTeamMoraleModChange -= 1;
bTeamMoraleModChange += gMoraleSettings.bModifiers[MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY];//-= 1;
}
pSoldier->aiData.bTeamMoraleMod += bTeamMoraleModChange;
pSoldier->aiData.bTeamMoraleMod = __min( pSoldier->aiData.bTeamMoraleMod, MORALE_MOD_MAX );
pSoldier->aiData.bTeamMoraleMod = __max( pSoldier->aiData.bTeamMoraleMod, -MORALE_MOD_MAX );
pSoldier->aiData.bTeamMoraleMod = __min( pSoldier->aiData.bTeamMoraleMod, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bTeamMoraleMod = __max( pSoldier->aiData.bTeamMoraleMod, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
// New, December 3rd, 1998, by CJC --
// If delayed strategic modifier exists then incorporate it in strategic mod
@@ -1180,8 +1203,8 @@ void HourlyMoraleUpdate( void )
{
pSoldier->aiData.bStrategicMoraleMod += pSoldier->bDelayedStrategicMoraleMod;
pSoldier->bDelayedStrategicMoraleMod = 0;
pSoldier->aiData.bStrategicMoraleMod = __min( pSoldier->aiData.bStrategicMoraleMod, MORALE_MOD_MAX );
pSoldier->aiData.bStrategicMoraleMod = __max( pSoldier->aiData.bStrategicMoraleMod, -MORALE_MOD_MAX );
pSoldier->aiData.bStrategicMoraleMod = __min( pSoldier->aiData.bStrategicMoraleMod, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bStrategicMoraleMod = __max( pSoldier->aiData.bStrategicMoraleMod, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
}
// refresh the morale value for the soldier based on the recalculated team modifier
@@ -1191,7 +1214,7 @@ void HourlyMoraleUpdate( void )
bStrategicMoraleUpdateCounter++;
if ( bStrategicMoraleUpdateCounter == HOURS_BETWEEN_STRATEGIC_DECAY )
if ( bStrategicMoraleUpdateCounter == gMoraleSettings.ubHoursBetweenStrategicDelay )
{
DecayStrategicMoraleModifiers();
bStrategicMoraleUpdateCounter = 0;
@@ -1199,6 +1222,280 @@ void HourlyMoraleUpdate( void )
}
void HandleSnitchCheck( void )
{
INT8 bMercID, bOtherID;
INT8 bOpinion=-1;
INT8 bLastTeamID;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pOtherSoldier;
MERCPROFILESTRUCT * pProfile;
BOOLEAN fSameGroupOnly;
// anv: save merc id and his negative morale event for snitches
INT8 ubSnitchEventsCounter = 0;
INT8 bSnitchesCounter = 0;
SnitchEvent SnitchEvents[64];
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs to calculate their morale
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
{
//if the merc is active, in Arulco, not POW
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
pSoldier->bAssignment == ASSIGNMENT_DEAD ||
pSoldier->bAssignment == ASSIGNMENT_POW) )
{
// calculate the guy's opinion of the people he is with
pProfile = &(gMercProfiles[ pSoldier->ubProfile ]);
// if we're moving
if (pSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pSoldier->ubGroupID ))
{
// we only check our opinions of people in our squad
fSameGroupOnly = TRUE;
}
else
{
fSameGroupOnly = FALSE;
}
// loop through all other mercs
bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++,pOtherSoldier++)
{
// skip past ourselves and all inactive mercs
if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->ubProfile != NO_PROFILE &&
!(pOtherSoldier->bAssignment == IN_TRANSIT ||
pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ||
pOtherSoldier->bAssignment == ASSIGNMENT_POW))
{
if (fSameGroupOnly)
{
// all we have to check is the group ID
if (pSoldier->ubGroupID != pOtherSoldier->ubGroupID)
{
continue;
}
}
else
{
// check to see if the location is the same
if (pOtherSoldier->sSectorX != pSoldier->sSectorX ||
pOtherSoldier->sSectorY != pSoldier->sSectorY ||
pOtherSoldier->bSectorZ != pSoldier->bSectorZ)
{
continue;
}
// if the OTHER soldier is in motion then we don't do anything!
if (pOtherSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pOtherSoldier->ubGroupID ))
{
continue;
}
}
bOpinion = SoldierRelation( pSoldier, pOtherSoldier);
if( bOpinion <= gSkillTraitValues.bSNTMercOpinionAboutMercTreshold )
{
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,pOtherSoldier->ubProfile,fSameGroupOnly,SNITCH_HATED_PERSON,SnitchEvents,ubSnitchEventsCounter);
}
}
}
// check death rate vs. merc's tolerance once/day (ignores buddies!)
if( MercThinksDeathRateTooHigh( pSoldier->ubProfile ) )
{
// too high, inform
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_DEATH_RATE,SnitchEvents,ubSnitchEventsCounter);
}
// check his morale vs. his morale tolerance once/day (ignores buddies!)
if( MercThinksHisMoraleIsTooLow( pSoldier ) )
{
// too low, inform
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_LOW_MORALE,SnitchEvents,ubSnitchEventsCounter);
}
// check his opinion about player's reputation
if( MercThinksBadReputationTooHigh( pSoldier->ubProfile ) )
{
// too high, inform
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_REPUTATION,SnitchEvents,ubSnitchEventsCounter);
}
// check his opinion about player activity
if( MercThinksPlayerIsInactiveTooLong( pSoldier->ubProfile ) )
{
// player inactive, inform
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_PROGRESS,SnitchEvents,ubSnitchEventsCounter);
}
// check if player owes him money
if( MercIsOwedTooMuchMoney( pSoldier->ubProfile ) )
{
// player owes him money, inform
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_OWED_MONEY,SnitchEvents,ubSnitchEventsCounter);
}
// check if contract is running out, and will not renew
// but only if he hasn't another contract signed, so there's still a chance to renew if player reacts properly
if( ContractIsGoingToExpireSoon(pSoldier) )
{
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) )
{
// Only do this if they don't want to renew.....
if ( !WillMercRenew( pSoldier, FALSE ) && !(pSoldier->flags.fSignedAnotherContract) )
{
ubSnitchEventsCounter = RememberSnitchableEvent(pSoldier->ubProfile,NOBODY,fSameGroupOnly,SNITCH_GONNA_QUIT,SnitchEvents,ubSnitchEventsCounter);
}
}
}
}
}
// anv: handle snitches informing player about reasons for morale drops
HandleSnitchesReports( SnitchEvents, ubSnitchEventsCounter );
}
void HandleSnitchesReports( SnitchEvent *SnitchEvents, UINT8 ubSnitchEventsCounter )
{
UINT8 bSnitchID;
SOLDIERTYPE *pSnitch;
BOOLEAN fSleepingSnitch = FALSE;
for( UINT8 bCounter = 0; bCounter < ubSnitchEventsCounter; bCounter++ )
{
if( SnitchEvents[bCounter].ubEventType != NOBODY )
{
bSnitchID = SnitchEvents[bCounter].ubSnitchID;
pSnitch = FindSoldierByProfileID(bSnitchID,TRUE);
if( pSnitch->flags.fMercAsleep )
fSleepingSnitch = TRUE;
// snitch introduction
if( fSleepingSnitch )
TacticalCharacterDialogueWithSpecialEvent( FindSoldierByProfileID(bSnitchID,TRUE), 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 0,0 );
SnitchTacticalCharacterDialogue(FindSoldierByProfileID(bSnitchID,TRUE),0,SNITCH_INTRODUCTION,NOBODY,NOBODY);
// process all reports by the same snitch in row
for(UINT8 bCounter2 = bCounter; bCounter2 < ubSnitchEventsCounter; bCounter2++ )
{
if( SnitchEvents[bCounter2].ubSnitchID == bSnitchID )
{
// say this info
SnitchTacticalCharacterDialogue(FindSoldierByProfileID(bSnitchID,TRUE),SnitchEvents[bCounter2].ubEventType,SnitchEvents[bCounter2].ubEventType,
SnitchEvents[bCounter2].ubTargetProfile,SnitchEvents[bCounter2].ubSecondaryTargetProfile);
// clear info
SnitchEvents[bCounter2].ubEventType = NOBODY;
}
}
if( fSleepingSnitch )
TacticalCharacterDialogueWithSpecialEvent( FindSoldierByProfileID(bSnitchID,TRUE), 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 1,0 );
}
}
ubSnitchEventsCounter = 0;
}
INT8 RememberSnitchableEvent( UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile, BOOLEAN fSameGroupOnly, UINT8 ubEventType, SnitchEvent SnitchEvents[], INT8 ubSnitchEventsCounter )
{
INT8 bSnitchID;
INT16 sSnitchingChance = 0;
UINT8 ubSnitchProfile;
SOLDIERTYPE * pSnitch;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pOtherSoldier;
pSoldier = FindSoldierByProfileID(ubTargetProfile,FALSE);
pOtherSoldier = FindSoldierByProfileID(ubSecondaryTargetProfile,FALSE);
// loop through all other mercs
bSnitchID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSnitch = MercPtrs[ bSnitchID ]; bSnitchID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bSnitchID++,pSnitch++)
{
ubSnitchProfile = pSnitch->ubProfile;
// skip past ourselves and all inactive mercs
if (ProfileHasSkillTrait(ubSnitchProfile,SNITCH_NT) &&
ubSnitchProfile != ubTargetProfile && ubSnitchProfile != ubSecondaryTargetProfile
&& pSnitch->bActive && ubSnitchProfile != NO_PROFILE &&
!(pSnitch->bAssignment == IN_TRANSIT ||
pSnitch->bAssignment == ASSIGNMENT_DEAD ||
pSnitch->bAssignment == ASSIGNMENT_POW))
{
if (fSameGroupOnly)
{
// all we have to check is the group ID
if (pSoldier->ubGroupID != pSnitch->ubGroupID)
{
continue;
}
}
else
{
// check to see if the location is the same
if (pSnitch->sSectorX != pSoldier->sSectorX ||
pSnitch->sSectorY != pSoldier->sSectorY ||
pSnitch->bSectorZ != pSoldier->bSectorZ)
{
continue;
}
// if snitch is in motion then we don't do anything!
if (pSnitch->ubGroupID != 0 && PlayerIDGroupInMotion( pSnitch->ubGroupID ))
{
continue;
}
}
// calculate chances of snitching
// decreased if target doesn't like snitch, increased if snitch doesn't like him
sSnitchingChance = gSkillTraitValues.ubSNTBaseChance;
sSnitchingChance = (INT16)(sSnitchingChance +
SoldierRelation( pSoldier, pSnitch)*gSkillTraitValues.fSNTMercOpinionAboutSnitchBonusModifier+
SoldierRelation( pSnitch, pSoldier)*gSkillTraitValues.fSNTSnitchOpinionAboutMercBonusModifier+
gMercProfiles[ubSnitchProfile].bLeadership*gSkillTraitValues.fSNTSnitchLeadershipBonusModifer);
if ( pSoldier->bAssignment == pSnitch->bAssignment )
{
sSnitchingChance += gSkillTraitValues.bSNTSameAssignmentBonus;
}
if ( gMercProfiles[pSnitch->ubProfile].bCharacterTrait == CHAR_TRAIT_SOCIABLE )
{
sSnitchingChance += gSkillTraitValues.bSNTSociableMercBonus;
}
if ( gMercProfiles[pSnitch->ubProfile].bCharacterTrait == CHAR_TRAIT_LONER)
{
sSnitchingChance += gSkillTraitValues.bSNTLonerMercBonus;
}
if ( ubEventType == SNITCH_HATED_PERSON )
{
if ( gSkillTraitValues.bSNTMercOpinionAboutMercTreshold != HATED_OPINION )
{
sSnitchingChance = (INT16)( sSnitchingChance *
( 1.0 - (FLOAT)( SoldierRelation( pSoldier, pOtherSoldier ) - HATED_OPINION ) /
(FLOAT)( gSkillTraitValues.bSNTMercOpinionAboutMercTreshold - HATED_OPINION ) ) );
}
}
sSnitchingChance = max(0, sSnitchingChance);
if( Random(100) < (UINT8)sSnitchingChance )
{
//information gathered succesfully, remember event to report it later
SnitchEvents[ubSnitchEventsCounter].ubEventType = ubEventType;
SnitchEvents[ubSnitchEventsCounter].ubSnitchID = ubSnitchProfile;
SnitchEvents[ubSnitchEventsCounter].ubTargetProfile = ubTargetProfile;
SnitchEvents[ubSnitchEventsCounter].ubSecondaryTargetProfile = ubSecondaryTargetProfile;
ubSnitchEventsCounter++;
}
}
}
return ubSnitchEventsCounter;
}
void DailyMoraleUpdate(SOLDIERTYPE *pSoldier)
{
+84 -5
View File
@@ -4,8 +4,7 @@
#include "Types.h"
#include "Soldier Control.h"
#define DEFAULT_MORALE 50
//#define DEFAULT_MORALE 50
typedef enum
{
@@ -45,20 +44,67 @@ typedef enum
MORALE_QUEEN_BATTLE_WON,
MORALE_SEX,
// added by SANDRO
MORALE_HEAT_INTOLERANT_IN_DESERT,
MORALE_HEAT_INTOLERANT_IN_DESERT, // 35
MORALE_PSYCHO_UNABLE_TO_PSYCHO,
MORALE_PACIFIST_GAIN_NONCOMBAT,
MORALE_MALICIOUS_HIT,
// added by Flugente
MORALE_FOOD,
MORALE_GOOD_FOOD,
MORALE_GOOD_FOOD, // 40
MORALE_BAD_FOOD,
MORALE_LOATHSOME_FOOD,
NUM_MORALE_EVENTS
// added by anv
MORALE_BUDDY_FIRED,
MORALE_BUDDY_FIRED_EARLY,
MORALE_BUDDY_FIRED_ON_BAD_TERMS, //45
MORALE_BAD_EQUIPMENT,
MORALE_OWED_MONEY,
MORALE_OWED_MONEY_DAYS,
MORALE_PLAYER_INACTIVE,
MORALE_PLAYER_INACTIVE_DAYS,
MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS,
MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS,
NUM_MORALE_EVENTS,
} MoraleEventNames;
typedef enum
{
MORALE_MOD_MAX = 0,
PHOBIC_LIMIT,
MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY,
MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY,
MORALE_MODIFIER_LONER_ONE_MERC_NEARBY,
MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY,
MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION,
MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION,
MORALE_MODIFIER_OPTIMIST,
MORALE_MODIFIER_SHOWOFF_AROUND,
MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED,
MORALE_MODIFIER_DAUNTLESS_SUPPRESSED,
MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE,
MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED,
MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT,
MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT,
MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT,
MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT,
MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT,
MORALE_MODIFIER_OT_COWARD_BAD_EVENT,
MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY,
NUM_MORALE_MODIFIERS,
} MoraleModifierNames;
typedef enum
{
DRUG_EFFECT_MORALE_MOD = 0,
ALCOHOL_EFFECT_MORALE_MOD,
NUM_DRUG_AND_ALCOHOL_MODIFIERS,
} DrugAndAlcoholModifierNames;
typedef enum
{
TACTICAL_MORALE_EVENT = 0,
@@ -71,11 +117,44 @@ typedef struct MoraleEvent
INT8 bChange;
} MoraleEvent;
#define MAX_SNITCH_EVENTS 64;
#define MAX_SNITCHES 16;
typedef enum
{
SNITCH_INTRODUCTION= 0,
SNITCH_DEATH_RATE, // current death rate higher than preferable
SNITCH_REPUTATION, // current reputation worse than preferable
SNITCH_LOW_MORALE, // merc's morale worse than preferable
SNITCH_HATED_PERSON, // merc dislikes another person (not necessarily hates him)
SNITCH_GONNA_QUIT, // merc's contract going to end and he won't renew
SNITCH_PROGRESS, // merc thinks player is inactive too long
SNITCH_OWED_MONEY, // merc is owed money
SNITCH_TEAM_ROTATION, // unused at the moment (will have to add specific rotation tolerance to mercs or something)
// maybe with personal opinion on rotation depending on opinions (so they get pissed faster when liked mercs are fired)
NUM_SNITCH_EVENTS,
} SnitchEventType;
typedef struct SnitchEvent
{
UINT8 ubEventType;
UINT8 ubSnitchID;
UINT8 ubTargetProfile;
UINT8 ubSecondaryTargetProfile;
} SnitchEvent;
extern void HandleMoraleEvent( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ );
extern void RefreshSoldierMorale( SOLDIERTYPE * pSoldier );
extern INT8 GetMoraleModifier( SOLDIERTYPE * pSoldier );
void HourlyMoraleUpdate( void );
void HandleSnitchCheck( void );
void HandleSnitchesReports( SnitchEvent *SnitchEvents, UINT8 ubSnitchEventsCounter );
INT8 RememberSnitchableEvent( UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile, BOOLEAN fSameGroupOnly, UINT8 ubEventType, SnitchEvent SnitchEvents[], INT8 ubSnitchEventsCounter );
void DailyMoraleUpdate( SOLDIERTYPE *pSoldier );
void DecayTacticalMoraleModifiers( void );
+10 -10
View File
@@ -20483,11 +20483,11 @@ BOOLEAN HAS_SKILL_TRAIT( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber )
if (gGameOptions.fNewTraitSystem)
{
// exception for special merc
if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID)
{
bMaxTraits++;
bMaxMajorTraits++;
}
//if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID)
//{
// bMaxTraits++;
// bMaxMajorTraits++;
//}
for ( INT8 bCnt = 0; bCnt < min(30,bMaxTraits); bCnt++ )
{
@@ -20540,11 +20540,11 @@ INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber )
if (gGameOptions.fNewTraitSystem)
{
// exception for special merc
if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID)
{
bMaxTraits++;
bMaxMajorTraits++;
}
//if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID)
//{
// bMaxTraits++;
// bMaxMajorTraits++;
//}
for ( INT8 bCnt = 0; bCnt < min(30,bMaxTraits); bCnt++ )
{
+2 -1
View File
@@ -1924,7 +1924,8 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
pSoldier->iFaceIndex = -1;
// Set morale default
pSoldier->aiData.bMorale = DEFAULT_MORALE;
//pSoldier->aiData.bMorale = DEFAULT_MORALE;
pSoldier->aiData.bMorale = gMoraleSettings.ubDefaultMorale;
pSoldier->ubAttackerID = NOBODY;
pSoldier->ubPreviousAttackerID = NOBODY;
+5 -5
View File
@@ -2913,11 +2913,11 @@ INT8 ProfileHasSkillTrait( INT32 ubProfileID, INT8 bSkillTrait )
if (gGameOptions.fNewTraitSystem)
{
// exception for special merc
if ( gSkillTraitValues.fAllowSpecialMercTraitsException && ubProfileID == gSkillTraitValues.ubSpecialMercID)
{
bMaxTraits++;
bMaxMajorTraits++;
}
//if ( gSkillTraitValues.fAllowSpecialMercTraitsException && ubProfileID == gSkillTraitValues.ubSpecialMercID)
//{
// bMaxTraits++;
// bMaxMajorTraits++;
//}
for ( INT8 bCnt = 0; bCnt < bMaxTraits; bCnt++ )
{
+7
View File
@@ -122,6 +122,11 @@ typedef struct
INT32 iVideoOverlay; // Value for video overlay ( not used too much )
UINT32 uiSoundID; // Sound ID if one being played
UINT32 uiSound1ID; // anv: snitch
UINT32 uiSound2ID;
UINT32 uiSound3ID;
UINT8 ubSoldierID; // SoldierID if one specified
UINT8 ubCharacterNum; // Profile ID num
@@ -235,6 +240,8 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
// This function will setup appropriate face data and begin the speech process. It can fail if the sound
//cannot be played for any reason.
BOOLEAN SetFaceTalkingMultipleSounds( INT32 iFaceIndex, CHAR8 zSoundFiles[][64], UINT8 ubMaxSoundsCount, STR16 zTextString, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan );
// Set some face talking flags without need to play sound
BOOLEAN ExternSetFaceTalking( INT32 iFaceIndex, UINT32 uiSoundID );
+2 -1
View File
@@ -162,12 +162,13 @@ typedef enum
// Flugente: new traits have to go here, even if they are major traits, as otherwise the existing traits in profiles get mixed up
COVERT_NT, // 20
RADIO_OPERATOR_NT, //21 // a minor trait
SNITCH_NT, //22 // a minor trait
NUM_SKILLTRAITS_NT
} SkillTraitNew;
#define NUM_MAJOR_TRAITS 10
#define NUM_MINOR_TRAITS 11
#define NUM_MINOR_TRAITS 12
#define NUM_ORIGINAL_MAJOR_TRAITS 9