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New feature: additional dialogue allows modders to play additional dialogue on man occasions, including reactions to other people speaking
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351982&#msg_351982 and for a demonstration http://thepit.ja-galaxy-forum.com/index.php?t=tree&goto=351981&#msg_351981 Requires GameDir >= r2400 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8516 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+9
-9
@@ -15,9 +15,9 @@
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#ifdef JA2EDITOR
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.8516 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.8516 (Development Build)" };
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#endif
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// ------------------------------
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@@ -27,11 +27,11 @@
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//DEBUG BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.8516 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.8516 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Debug: v1.13.8516 (Development Build)" };
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#endif
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#elif defined CRIPPLED_VERSION
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@@ -46,16 +46,16 @@
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//RELEASE BUILD VERSION
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#ifdef JA2UB
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.8516 (Development Build)" };
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#elif defined (JA113DEMO)
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.8516 (Development Build)" };
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#else
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8507 (Development Build)" };
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CHAR16 zVersionLabel[256] = { L"Release v1.13.8516 (Development Build)" };
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#endif
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#endif
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CHAR8 czVersionNumber[16] = { "Build 17.11.08" }; //YY.MM.DD
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CHAR8 czVersionNumber[16] = { "Build 18.01.10" }; //YY.MM.DD
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CHAR16 zTrackingNumber[16] = { L"Z" };
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// SAVE_GAME_VERSION is defined in header, change it there
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@@ -869,6 +869,9 @@ static int l_GetSamSiteHackStatus( lua_State *L );
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static int l_SetMiniGameType( lua_State *L );
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static int l_SoldierSpendMoney( lua_State *L );
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static int l_SetAdditionalDialogue( lua_State *L );
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static int l_PlaySound( lua_State *L );
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using namespace std;
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UINT16 idProfil;
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@@ -1744,6 +1747,9 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register( L, "SetMiniGameType", l_SetMiniGameType );
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lua_register( L, "SoldierSpendMoney", l_SoldierSpendMoney );
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lua_register( L, "SetAdditionalDialogue", l_SetAdditionalDialogue );
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lua_register( L, "PlaySound", l_PlaySound );
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}
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#ifdef NEWMUSIC
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BOOLEAN LetLuaMusicControl(UINT8 Init)
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@@ -7208,6 +7214,9 @@ static int l_ACTION_ITEM_SEX (lua_State *L)
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DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR;
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PerformItemAction( sDoorSpot, &DoorCloser );
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// Flugente: additional dialogue
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AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[ubID], ADE_SEX );
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// have sex
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HandleNPCDoAction( 0, NPC_ACTION_SEX, 0 );
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@@ -10574,7 +10583,6 @@ static int l_CheckCharacterSectorX (lua_State *L)
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return 1;
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}
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//SetPendingNewScreen( SEX_SCREEN );
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static int l_SetPendingNewScreenSEXSCREEN (lua_State *L)
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{
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UINT8 n = lua_gettop(L);
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@@ -13360,3 +13368,67 @@ static int l_SoldierSpendMoney( lua_State *L )
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return 1;
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}
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extern BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
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extern void SetQuoteStr( STR16 aStr );
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static int l_SetAdditionalDialogue( lua_State *L )
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{
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if ( lua_gettop( L ) >= 4 )
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{
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UINT8 profile = lua_tointeger( L, 1 );
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INT32 faceindex = lua_tointeger( L, 2 );
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size_t len = 0;
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const char* str = lua_tolstring( L, 3, &len );
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{
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size_t len = 0;
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const char* str = lua_tolstring( L, 4, &len );
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CHAR16 quote_str[1000];
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MultiByteToWideChar( CP_UTF8, 0, str, -1, quote_str, sizeof( quote_str ) / sizeof( quote_str[0] ) );
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quote_str[sizeof( quote_str ) / sizeof( quote_str[0] ) - 1] = '\0';
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SetQuoteStr( quote_str );
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}
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LuaCallsToDoDialogueStuff( profile, faceindex, str );
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}
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return 0;
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}
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static int l_PlaySound( lua_State *L )
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{
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if ( lua_gettop( L ) >= 1 )
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{
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size_t len = 0;
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const char* str = lua_tolstring( L, 1, &len );
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UINT32 volume = min( lua_tointeger( L, 2 ), HIGHVOLUME );
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if ( !volume )
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volume = MIDVOLUME;
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PlayJA2SampleFromFile( (char*)str, RATE_11025, volume, 1, MIDDLEPAN );
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}
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return 0;
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}
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void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 )
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{
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const char* filename = "scripts\\Overhead.lua";
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LuaScopeState _LS( true );
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lua_register( _LS.L(), "CheckFact", l_CheckFact );
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IniFunction( _LS.L(), TRUE );
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IniGlobalGameSetting( _LS.L() );
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SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
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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 );
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}
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@@ -91,4 +91,6 @@ extern BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT
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extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
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extern BOOLEAN LetLuaMusicControl(UINT8 Init);
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void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
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#endif
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+40
-26
@@ -2106,43 +2106,57 @@ void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSector
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// Default to false
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gTacticalStatus.fCountingDownForGuideDescription = FALSE;
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// OK, if the first time in...
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if ( GetSectorFlagStatus( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE ) != TRUE )
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{
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if ( sSectorZ != 0 )
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// guide quotes only happen on the surface
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if ( sSectorZ == 0 )
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{
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return;
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// OK, check if we are in a good sector....
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for ( cnt = 0; cnt < 33; ++cnt )
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{
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if ( sSectorX == ubSectorDescription[cnt][1] && sSectorY == ubSectorDescription[cnt][0] )
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{
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if ( cnt == 3 && ( gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus ) )
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continue;
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/*
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// If we're not scifi, skip some
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if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
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{
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continue;
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}
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*/
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gTacticalStatus.fCountingDownForGuideDescription = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 4 + Random( 5 ) ); // 4 to 8 tactical turns...
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gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[cnt][2];
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gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
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gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
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break;
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}
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}
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}
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// OK, check if we are in a good sector....
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for ( cnt = 0; cnt < 33; cnt++ )
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// Flugente: We abuse this mechanic to also set up lua-based comments. We only play those if there are no normal comments
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if ( !gTacticalStatus.fCountingDownForGuideDescription )
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{
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if ( sSectorX == ubSectorDescription[cnt][1] && sSectorY == ubSectorDescription[cnt][0] )
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{
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if ( (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
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continue;
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gTacticalStatus.fCountingDownForGuideDescription = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 2 + Random( 3 ) );
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/*
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// If we're not scifi, skip some
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if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
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{
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continue;
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}
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*/
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SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
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gTacticalStatus.fCountingDownForGuideDescription = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = (INT8)(4 + Random( 5 )); // 4 to 8 tactical turns...
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gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[cnt][2];
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gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
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gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
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}
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// this value isn't used for the normal guide quotes - this way we know this is meant for lua only
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gTacticalStatus.ubGuideDescriptionToUse = 100;
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gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
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gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
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}
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}
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// Flugente: set this flag in any case
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SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
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// Handle guide description ( will be needed if a SAM one )
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#ifdef JA2UB
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//UB
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@@ -1374,7 +1374,23 @@ void HandleDialogue( )
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//ExecuteCharacterDialogue( QItem->ubCharacterNum, QItem->usQuoteNum, QItem->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE );
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ExecuteSnitchCharacterDialogue( QItem->ubCharacterNum, QItem->usQuoteNum, QItem->iFaceIndex, QItem->bUIHandlerID, QItem->uiSpecialEventData2, QItem->uiSpecialEventData3, QItem->uiSpecialEventData4 );
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}
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// Flugente: additional dialogue
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else if ( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE )
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{
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// Flugente: only set up face if we can access correctly
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if ( QItem->iFaceIndex >= 0 )
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{
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// Setup face pointer
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gpCurrentTalkingFace = &gFacesData[QItem->iFaceIndex];
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}
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gubCurrentTalkingID = QItem->iFaceIndex;
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extern BOOLEAN ExecuteAdditionalCharacterDialogue( UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
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ExecuteAdditionalCharacterDialogue( QItem->ubCharacterNum, QItem->iFaceIndex, QItem->usQuoteNum, QItem->uiSpecialEventData2, QItem->uiSpecialEventData3, QItem->uiSpecialEventData4 );
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}
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#ifdef JA2UB
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//JA25 UB
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if ( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING )
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@@ -1671,6 +1687,9 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
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if (pSoldier->stats.bLife < CONSCIOUSNESS )
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return( FALSE );
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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return FALSE;
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if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED )
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return( FALSE );
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@@ -1703,6 +1722,81 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
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DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
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}
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// Flugente: additional dialogue
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// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
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// This allows us to call a lot of very specific dialogue for individual mercs without the need to define what exactly should be said in the code -
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// a modder can simply control in Lua what should happen
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BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 )
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{
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// Haydent
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if ( is_client )
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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.
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if ( pSoldier->ubProfile == NO_PROFILE )
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return( FALSE );
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#if (defined JA2UB)
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//Ja25 no meanwhiles
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#else
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if ( AreInMeanwhile() )
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return( FALSE );
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#endif
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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return FALSE;
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if ( pSoldier->stats.bLife < OKLIFE )
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return( FALSE );
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
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return( FALSE );
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if ( ( AM_A_ROBOT( pSoldier ) ) )
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return( FALSE );
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if ( pSoldier->bAssignment == ASSIGNMENT_POW )
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return( FALSE );
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if ( AM_AN_EPC( pSoldier ) && !( gMercProfiles[pSoldier->ubProfile].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE ) )
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return( FALSE );
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// we actually use the snitch function here, and simply deviate later on due to marking this with MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE
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return( SnitchCharacterDialogue( pSoldier->ubProfile, usEventNr, pSoldier->iFaceIndex,
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DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE,
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aData1, aData2, aData3,
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DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
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}
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// call event for all mercs in a sector
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void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
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UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
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{
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SOLDIERTYPE* pSoldier;
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int cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
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{
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if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
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pSoldier->ubProfile != ausIgnoreProfile &&
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pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
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pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT &&
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(aAroundGridno == NOWHERE || PythSpacesAway( pSoldier->sGridNo, aAroundGridno ) <= aRadius ) &&
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!pSoldier->flags.fBetweenSectors )
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{
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AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, usEventNr, aData1, aData2, aData3 );
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}
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}
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}
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void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile,
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UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
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{
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return AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ausIgnoreProfile,
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usEventNr, aData1, aData2, aData3, aAroundGridno, aRadius );
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}
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// This function takes a profile num, quote num, faceindex and a UI hander ID.
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// What it does is queues up the dialog to be ultimately loaded/displayed
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// FACEINDEX
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@@ -1785,7 +1879,6 @@ BOOLEAN CharacterDialogueWithSpecialEventEx( UINT8 ubCharacterNum, UINT16 usQuot
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return( TRUE );
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}
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BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed )
|
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{
|
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DIALOGUE_Q_STRUCT *QItem;
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@@ -1813,6 +1906,22 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
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// Add to queue
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ghDialogueQ = AddtoQueue( ghDialogueQ, &QItem );
|
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|
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// Flugente: additional dialogue
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// in the dialogue screen, only the merc doing the talking may answer
|
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if ( bUIHandlerID == DIALOGUE_NPC_UI )
|
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{
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
|
||||
}
|
||||
}
|
||||
// if teammembers talk, anyone may answer
|
||||
else
|
||||
{
|
||||
// other teammembers might react to this line
|
||||
AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ubCharacterNum, ADE_DIALOGUE_REACTION, ubCharacterNum, usQuoteNum );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
@@ -2075,15 +2184,57 @@ BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum,
|
||||
gbUIHandlerID = DIALOGUE_TACTICAL_UI;
|
||||
|
||||
guiScreenIDUsedWhenUICreated = guiCurrentScreen;
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
extern void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
|
||||
|
||||
BOOLEAN ExecuteAdditionalCharacterDialogue( UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = FindSoldierByProfileID( ubProfile, TRUE );
|
||||
|
||||
if ( !pSoldier )
|
||||
return FALSE;
|
||||
|
||||
// call Lua script on whether we can play something here, and get text and sound file
|
||||
LuaHandleAdditionalDialogue( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 );
|
||||
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
void SetQuoteStr( STR16 aStr )
|
||||
{
|
||||
//Copy the original string over to the temp string
|
||||
wcscpy( gzQuoteStr, aStr );
|
||||
}
|
||||
|
||||
BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = FindSoldierByProfileID( ubProfile, TRUE );
|
||||
|
||||
if ( !pSoldier )
|
||||
return FALSE;
|
||||
|
||||
// in order to stop modders from crashing the game by calling this function a million times, we can only say one thing at a time
|
||||
if ( IsFaceTalking( iFaceIndex ) )
|
||||
return FALSE;
|
||||
|
||||
SetFaceTalking( iFaceIndex, (char*)azSoundString, gzQuoteStr, RATE_11025, 30, 1, MIDDLEPAN );
|
||||
CreateTalkingUI( DIALOGUE_TACTICAL_UI, iFaceIndex, ubProfile, 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 )
|
||||
{
|
||||
|
||||
// Show text, if on
|
||||
if ( gGameSettings.fOptions[ TOPTION_SUBTITLES ] || !gFacesData[ iFaceIndex ].fValidSpeech )
|
||||
{
|
||||
|
||||
@@ -276,6 +276,7 @@ enum DialogQuoteIDs
|
||||
#endif
|
||||
|
||||
#define MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE 0x00000004
|
||||
#define MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE 0x00000008
|
||||
|
||||
#ifdef JA2UB
|
||||
enum{
|
||||
@@ -341,6 +342,38 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
|
||||
|
||||
BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT8 ubEventType, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
|
||||
|
||||
// Flugente: additional dialogue
|
||||
enum AdditionalDialogEvents
|
||||
{
|
||||
ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
|
||||
ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
|
||||
ADE_OMERTA_ENTRY, // similar to an IMP, we can comment upon the initial Omerta landing
|
||||
ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
|
||||
ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
|
||||
ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
|
||||
ADE_DIALOGUE_NPC_DIRECT,
|
||||
ADE_DIALOGUE_NPC_THREATEN,
|
||||
ADE_DIALOGUE_NPC_RECRUIT,
|
||||
ADE_DIALOGUE_NPC_REPEAT,
|
||||
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, // we've successfully recruited an RPC, and might comment on that
|
||||
ADE_SEX, // does exactly what you think it does
|
||||
ADE_WEATHERCHANGE, // the weather has changed, and we can warn the player about that
|
||||
ADE_SKILL_RESULT, // we used a skill, and comment on the result
|
||||
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
|
||||
};
|
||||
|
||||
// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
|
||||
// This allows us to call a lot of very specific dialogue for individual mercs without the need to define what exactly should be said in the code -
|
||||
// a modder can simply control in Lua what should happen
|
||||
BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0 );
|
||||
|
||||
// call event for all mercs in a sector
|
||||
void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
|
||||
UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
|
||||
|
||||
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
|
||||
UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
|
||||
|
||||
// Flugente: replace text with other text
|
||||
BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
|
||||
|
||||
|
||||
+4
-1
@@ -3148,7 +3148,10 @@ BOOLEAN SetFaceTalking( INT32 iFaceIndex, CHAR8 *zSoundFile, STR16 zTextString,
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN IsFaceTalking( INT32 iFaceIndex )
|
||||
{
|
||||
return gFacesData[iFaceIndex].fTalking;
|
||||
}
|
||||
|
||||
BOOLEAN SetFaceTalkingMultipleSounds( INT32 iFaceIndex, CHAR8 zSoundFiles[][64], UINT8 ubMaxSoundsCount,
|
||||
STR16 zTextString, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
|
||||
|
||||
@@ -52,6 +52,7 @@
|
||||
#include "Quests.h"
|
||||
#include "GameSettings.h"
|
||||
#include "DynamicDialogue.h"// added by Flugente
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
#include "connect.h"
|
||||
|
||||
@@ -689,13 +690,19 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
|
||||
// If we are approaching with helicopter, don't say any ( yet )
|
||||
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
|
||||
{
|
||||
// Player-generated characters issue a comment about arriving in Omerta.
|
||||
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
|
||||
// if we haven't met the rebels yet, characters issue some comments
|
||||
if ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS )
|
||||
{
|
||||
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
|
||||
// Player-generated characters issue a comment about arriving in Omerta.
|
||||
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER )
|
||||
{
|
||||
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
|
||||
}
|
||||
// Flugente: additional dialogue
|
||||
else
|
||||
{
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_OMERTA_ENTRY );
|
||||
}
|
||||
}
|
||||
|
||||
// Check to see if anyone hates this merc and will now complain
|
||||
|
||||
@@ -2477,6 +2477,10 @@ void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID )
|
||||
gfSKIScreenExit = TRUE;
|
||||
}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[gusSelectedSoldier], ADE_MERCHANT_CHAT );
|
||||
|
||||
LeaveTacticalScreen( SHOPKEEPER_SCREEN );
|
||||
}
|
||||
|
||||
|
||||
+21
-6
@@ -14,7 +14,7 @@
|
||||
#include "strategicmap.h"
|
||||
#include "Map Screen Interface.h"
|
||||
#include "Rotting Corpses.h"
|
||||
|
||||
#include "Dialogue Control.h"
|
||||
|
||||
extern void GetEquipmentTemplates( );
|
||||
|
||||
@@ -319,7 +319,10 @@ SkillSelection::Functions( UINT32 aVal )
|
||||
|
||||
UINT8 ubID = WhoIsThere2(sTraitsMenuTargetGridNo, 0 );
|
||||
|
||||
pSoldier->UseSkill(aVal, sTraitsMenuTargetGridNo, ubID);
|
||||
BOOLEAN result = pSoldier->UseSkill(aVal, sTraitsMenuTargetGridNo, ubID);
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, aVal, result );
|
||||
|
||||
Cancel();
|
||||
gTraitSelection.Cancel();
|
||||
@@ -472,7 +475,10 @@ ArtilleryTeam::Functions( UINT32 aVal )
|
||||
if ( pSoldier == NULL || !pSoldier->CanUseSkill(SKILLS_RADIO_ARTILLERY) )
|
||||
return;
|
||||
|
||||
pSoldier->OrderArtilleryStrike(usSector, sTraitsMenuTargetGridNo, (UINT8)(aVal));
|
||||
BOOLEAN result = pSoldier->OrderArtilleryStrike(usSector, sTraitsMenuTargetGridNo, (UINT8)(aVal));
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, SKILLS_RADIO_ARTILLERY, result );
|
||||
|
||||
Cancel();
|
||||
gArtillerySector.Cancel();
|
||||
@@ -663,7 +669,10 @@ ReinforcementNumber::Functions( UINT32 aVal )
|
||||
if ( pSoldier == NULL || !pSoldier->CanUseSkill(SKILLS_RADIO_CALLREINFORCEMENTS) )
|
||||
return;
|
||||
|
||||
pSoldier->RadioCallReinforcements(usSector, aVal);
|
||||
BOOLEAN result = pSoldier->RadioCallReinforcements(usSector, aVal);
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, SKILLS_RADIO_CALLREINFORCEMENTS, result );
|
||||
|
||||
Cancel();
|
||||
gReinforcementSector.Cancel();
|
||||
@@ -742,7 +751,10 @@ SoldierSelection::Functions( UINT32 aVal )
|
||||
if ( pSoldier == NULL )
|
||||
return;
|
||||
|
||||
pSoldier->UseSkill(usSkill, sTraitsMenuTargetGridNo, aVal);
|
||||
BOOLEAN result = pSoldier->UseSkill(usSkill, sTraitsMenuTargetGridNo, aVal);
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, usSkill, result );
|
||||
|
||||
Cancel();
|
||||
gSkillSelection.Cancel();
|
||||
@@ -821,7 +833,10 @@ DragSelection::Functions( UINT32 aVal )
|
||||
|
||||
if ( pSoldier )
|
||||
{
|
||||
pSoldier->UseSkill( usSkill, sTraitsMenuTargetGridNo, aVal );
|
||||
BOOLEAN result = pSoldier->UseSkill( usSkill, sTraitsMenuTargetGridNo, aVal );
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, usSkill, result );
|
||||
}
|
||||
|
||||
Cancel( );
|
||||
|
||||
@@ -2002,6 +2002,9 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
|
||||
HandlePlayingQuoteWhenHiringNpc( pNewSoldier->ubProfile );
|
||||
#endif
|
||||
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( ubCharNum, ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, ubCharNum );
|
||||
|
||||
// Flugente: external scripts might have extra functionality on recruiting someone
|
||||
LuaRecruitRPCAdditionalHandling( ubCharNum );
|
||||
|
||||
|
||||
+39
-20
@@ -27,6 +27,7 @@
|
||||
#include "strategicmap.h"
|
||||
#include "Random.h"
|
||||
#include "Explosion Control.h"
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Reinforcement.h"
|
||||
@@ -47,7 +48,7 @@ void HandleRPCDescription( )
|
||||
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
|
||||
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
UINT8 ubChosenMerc = 0;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt2;
|
||||
BOOLEAN fSAMSite = FALSE;
|
||||
@@ -91,8 +92,7 @@ void HandleRPCDescription( )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
gTacticalStatus.bGuideDescriptionCountDown--;
|
||||
|
||||
if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
|
||||
@@ -102,36 +102,55 @@ void HandleRPCDescription( )
|
||||
// OK, count how many rpc guys we have....
|
||||
// set up soldier ptr as first element in mercptrs list
|
||||
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
// run through list
|
||||
for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
|
||||
|
||||
{
|
||||
// Add guy if he's a candidate...
|
||||
if ( RPC_RECRUITED( pTeamSoldier ) )
|
||||
// run through list
|
||||
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
|
||||
{
|
||||
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
|
||||
// Add guy if he's a candidate...
|
||||
if ( RPC_RECRUITED( pTeamSoldier ) )
|
||||
{
|
||||
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
|
||||
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
|
||||
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
|
||||
!pTeamSoldier->flags.fBetweenSectors )
|
||||
{
|
||||
if ( pTeamSoldier->ubProfile == IRA ||
|
||||
!pTeamSoldier->flags.fBetweenSectors )
|
||||
{
|
||||
if ( pTeamSoldier->ubProfile == IRA ||
|
||||
pTeamSoldier->ubProfile == MIGUEL ||
|
||||
pTeamSoldier->ubProfile == CARLOS ||
|
||||
pTeamSoldier->ubProfile == DIMITRI )
|
||||
{
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt2;
|
||||
ubNumMercs++;
|
||||
{
|
||||
ubMercsInSector[ubNumMercs] = (UINT8)cnt2;
|
||||
++ubNumMercs;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If we are > 0
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
|
||||
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ubMercsInSector[ubChosenMerc]], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
// If we are > 0
|
||||
if ( ubNumMercs > 0 )
|
||||
// Flugente: special value signifies lua-based quotes
|
||||
if ( !ubNumMercs || gTacticalStatus.ubGuideDescriptionToUse == 100 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
|
||||
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
|
||||
// run through list
|
||||
cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
|
||||
{
|
||||
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
|
||||
pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
|
||||
pTeamSoldier->bSectorZ == gbWorldSectorZ &&
|
||||
!pTeamSoldier->flags.fBetweenSectors )
|
||||
{
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_SECTOR_COMMENTARY );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -236,6 +236,8 @@ 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 IsFaceTalking( INT32 iFaceIndex );
|
||||
|
||||
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
|
||||
|
||||
@@ -2294,7 +2294,11 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
|
||||
{
|
||||
UINT8 ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
|
||||
|
||||
pSoldier->UseSkill(pSoldier->usAISkillUse, pSoldier->aiData.usActionData, ubID);
|
||||
BOOLEAN result = pSoldier->UseSkill(pSoldier->usAISkillUse, pSoldier->aiData.usActionData, ubID);
|
||||
|
||||
// additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_SKILL_RESULT, pSoldier->usAISkillUse, result );
|
||||
|
||||
ActionDone( pSoldier );
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -2217,6 +2217,14 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
|
||||
NPCConsiderTalking( ubNPC, ubMerc, bApproach, (UINT8)uiApproachData, pNPCQuoteInfoArray, &pQuotePtr, &ubRecordNum );
|
||||
break;
|
||||
default:
|
||||
|
||||
// Flugente: additional dialogue
|
||||
if ( bApproach == APPROACH_FRIENDLY ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_FRIENDLY, ubNPC );
|
||||
else if ( bApproach == APPROACH_DIRECT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_DIRECT, ubNPC );
|
||||
else if ( bApproach == APPROACH_THREATEN ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_THREATEN, ubNPC );
|
||||
else if ( bApproach == APPROACH_RECRUIT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_RECRUIT, ubNPC );
|
||||
else if ( bApproach == APPROACH_REPEAT ) AdditionalTacticalCharacterDialogue_CallsLua( FindSoldierByProfileID( ubMerc, FALSE ), ADE_DIALOGUE_NPC_REPEAT, ubNPC );
|
||||
|
||||
NPCConsiderTalking( ubNPC, ubMerc, bApproach, 0, pNPCQuoteInfoArray, &pQuotePtr, &ubRecordNum );
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
#include "dialogue control.h"
|
||||
#include "Random.h"
|
||||
#include "gamesettings.h"
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
// Room Information
|
||||
@@ -278,11 +279,10 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
|
||||
// STRUCTURE *pStructure;//, *pBase;
|
||||
|
||||
// LOOP THORUGH WORLD AND CHECK ROOM INFO
|
||||
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
|
||||
for ( cnt = 0; cnt < WORLD_MAX; ++cnt )
|
||||
{
|
||||
if ( gusWorldRoomInfo[ cnt ] == usRoomNum )
|
||||
{
|
||||
|
||||
SetGridNoRevealedFlag( cnt );//dnl ch56 141009
|
||||
|
||||
//RemoveRoofIndexFlagsFromTypeRange( cnt, FIRSTROOF, SECONDSLANTROOF, LEVELNODE_REVEAL );
|
||||
@@ -319,7 +319,6 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
|
||||
// Get XY
|
||||
ConvertGridNoToXY( cnt, &sX, &sY );
|
||||
SetRecalculateWireFrameFlagRadius( sX, sY, 2 );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -331,17 +330,18 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
|
||||
// }
|
||||
//}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
if ( pSoldier )
|
||||
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_DISCOVER_ROOM, usRoomNum );
|
||||
|
||||
// DIRTY THE WORLD!
|
||||
InvalidateWorldRedundency();
|
||||
SetRenderFlags(RENDER_FLAG_FULL );
|
||||
|
||||
|
||||
|
||||
CalculateWorldWireFrameTiles( FALSE );
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
BOOLEAN AddSpecialTileRange( SGPRect *pSelectRegion )
|
||||
{
|
||||
INT32 cnt1, cnt2;
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
#include "Strategic Movement.h" // added by Flugente
|
||||
#include "tiledef.h" // added by Flugente
|
||||
#include "worldman.h" // added by Flugente
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Text.h"
|
||||
@@ -906,7 +907,10 @@ void ChangeWeather( UINT8 aSector, UINT8 aType )
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: Changed weather from %s to %s", pStrSectorName, szWeatherTypeText[SectorInfo[aSector].usWeather], szWeatherTypeText[aType] );
|
||||
}
|
||||
|
||||
// First turn off whatever rain it is, then turn on the requested rain
|
||||
// Flugente: additional dialogue
|
||||
AdditionalTacticalCharacterDialogue_AllInSector( SECTORX( aSector ), SECTORY( aSector ), 0, NO_PROFILE, ADE_WEATHERCHANGE, aType );
|
||||
|
||||
// First turn off whatever weather it is, then turn on the requested weather
|
||||
SectorInfo[aSector].usWeather = aType;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +32,7 @@
|
||||
#include "environment.h"
|
||||
#include "GameSettings.h"
|
||||
#include "Buildings.h"
|
||||
#include "Dialogue Control.h" // added by Flugente
|
||||
#endif
|
||||
|
||||
#include "Campaign.h"
|
||||
@@ -2710,6 +2711,13 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
|
||||
fDoImpact = TRUE;
|
||||
}
|
||||
|
||||
// Flugente: additional dialogue
|
||||
// any merc nearby that can see this can warn us
|
||||
if ( ( *pObj )[0]->data.misc.bDelay > 0 && pObject->ubOwner != NOBODY )//&& MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
|
||||
{
|
||||
AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, 0, 0, 0, pObject->sGridNo, 5 );
|
||||
}
|
||||
|
||||
if ( fDoImpact )
|
||||
{
|
||||
if ( Item[pObject->Obj.usItem].flare )
|
||||
|
||||
Reference in New Issue
Block a user