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:
Flugente
2018-01-10 23:41:52 +00:00
parent fadb7710e6
commit dd3129ac11
18 changed files with 429 additions and 80 deletions
+73 -1
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@@ -869,6 +869,9 @@ static int l_GetSamSiteHackStatus( lua_State *L );
static int l_SetMiniGameType( lua_State *L );
static int l_SoldierSpendMoney( lua_State *L );
static int l_SetAdditionalDialogue( lua_State *L );
static int l_PlaySound( lua_State *L );
using namespace std;
UINT16 idProfil;
@@ -1744,6 +1747,9 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
lua_register( L, "SetMiniGameType", l_SetMiniGameType );
lua_register( L, "SoldierSpendMoney", l_SoldierSpendMoney );
lua_register( L, "SetAdditionalDialogue", l_SetAdditionalDialogue );
lua_register( L, "PlaySound", l_PlaySound );
}
#ifdef NEWMUSIC
BOOLEAN LetLuaMusicControl(UINT8 Init)
@@ -7208,6 +7214,9 @@ static int l_ACTION_ITEM_SEX (lua_State *L)
DoorCloser[0]->data.misc.bActionValue = ACTION_ITEM_CLOSE_DOOR;
PerformItemAction( sDoorSpot, &DoorCloser );
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( MercPtrs[ubID], ADE_SEX );
// have sex
HandleNPCDoAction( 0, NPC_ACTION_SEX, 0 );
@@ -10574,7 +10583,6 @@ static int l_CheckCharacterSectorX (lua_State *L)
return 1;
}
//SetPendingNewScreen( SEX_SCREEN );
static int l_SetPendingNewScreenSEXSCREEN (lua_State *L)
{
UINT8 n = lua_gettop(L);
@@ -13360,3 +13368,67 @@ static int l_SoldierSpendMoney( lua_State *L )
return 1;
}
extern BOOLEAN LuaCallsToDoDialogueStuff( UINT8 ubProfile, INT32 iFaceIndex, const char* azSoundString );
extern void SetQuoteStr( STR16 aStr );
static int l_SetAdditionalDialogue( lua_State *L )
{
if ( lua_gettop( L ) >= 4 )
{
UINT8 profile = lua_tointeger( L, 1 );
INT32 faceindex = lua_tointeger( L, 2 );
size_t len = 0;
const char* str = lua_tolstring( L, 3, &len );
{
size_t len = 0;
const char* str = lua_tolstring( L, 4, &len );
CHAR16 quote_str[1000];
MultiByteToWideChar( CP_UTF8, 0, str, -1, quote_str, sizeof( quote_str ) / sizeof( quote_str[0] ) );
quote_str[sizeof( quote_str ) / sizeof( quote_str[0] ) - 1] = '\0';
SetQuoteStr( quote_str );
}
LuaCallsToDoDialogueStuff( profile, faceindex, str );
}
return 0;
}
static int l_PlaySound( lua_State *L )
{
if ( lua_gettop( L ) >= 1 )
{
size_t len = 0;
const char* str = lua_tolstring( L, 1, &len );
UINT32 volume = min( lua_tointeger( L, 2 ), HIGHVOLUME );
if ( !volume )
volume = MIDVOLUME;
PlayJA2SampleFromFile( (char*)str, RATE_11025, volume, 1, MIDDLEPAN );
}
return 0;
}
void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 )
{
const char* filename = "scripts\\Overhead.lua";
LuaScopeState _LS( true );
lua_register( _LS.L(), "CheckFact", l_CheckFact );
IniFunction( _LS.L(), TRUE );
IniGlobalGameSetting( _LS.L() );
SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
LuaFunction( _LS.L, "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 );
}
+2
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@@ -91,4 +91,6 @@ extern BOOLEAN LuaIntro(UINT8 Init, UINT32 uiCurrentVideo, INT8 bIntroType, UINT
extern BOOLEAN LuaIDScripts(UINT8 Init, UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum);
extern BOOLEAN LetLuaMusicControl(UINT8 Init);
void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
#endif
+40 -26
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@@ -2106,43 +2106,57 @@ void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSector
// Default to false
gTacticalStatus.fCountingDownForGuideDescription = FALSE;
// OK, if the first time in...
if ( GetSectorFlagStatus( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE ) != TRUE )
{
if ( sSectorZ != 0 )
// guide quotes only happen on the surface
if ( sSectorZ == 0 )
{
return;
// OK, check if we are in a good sector....
for ( cnt = 0; cnt < 33; ++cnt )
{
if ( sSectorX == ubSectorDescription[cnt][1] && sSectorY == ubSectorDescription[cnt][0] )
{
if ( cnt == 3 && ( gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus ) )
continue;
/*
// If we're not scifi, skip some
if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
{
continue;
}
*/
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 4 + Random( 5 ) ); // 4 to 8 tactical turns...
gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[cnt][2];
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
break;
}
}
}
// OK, check if we are in a good sector....
for ( cnt = 0; cnt < 33; cnt++ )
// Flugente: We abuse this mechanic to also set up lua-based comments. We only play those if there are no normal comments
if ( !gTacticalStatus.fCountingDownForGuideDescription )
{
if ( sSectorX == ubSectorDescription[cnt][1] && sSectorY == ubSectorDescription[cnt][0] )
{
if ( (gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
continue;
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 2 + Random( 3 ) );
/*
// If we're not scifi, skip some
if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
{
continue;
}
*/
SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = (INT8)(4 + Random( 5 )); // 4 to 8 tactical turns...
gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[cnt][2];
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
}
// this value isn't used for the normal guide quotes - this way we know this is meant for lua only
gTacticalStatus.ubGuideDescriptionToUse = 100;
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
}
}
// Flugente: set this flag in any case
SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
// Handle guide description ( will be needed if a SAM one )
#ifdef JA2UB
//UB