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
+156 -5
View File
@@ -1374,7 +1374,23 @@ void HandleDialogue( )
//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 );
}
// Flugente: additional dialogue
else if ( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE )
{
// Flugente: only set up face if we can access correctly
if ( QItem->iFaceIndex >= 0 )
{
// Setup face pointer
gpCurrentTalkingFace = &gFacesData[QItem->iFaceIndex];
}
gubCurrentTalkingID = QItem->iFaceIndex;
extern BOOLEAN ExecuteAdditionalCharacterDialogue( UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
ExecuteAdditionalCharacterDialogue( QItem->ubCharacterNum, QItem->iFaceIndex, QItem->usQuoteNum, QItem->uiSpecialEventData2, QItem->uiSpecialEventData3, QItem->uiSpecialEventData4 );
}
#ifdef JA2UB
//JA25 UB
if ( QItem->uiSpecialEventData & MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING )
@@ -1671,6 +1687,9 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
if (pSoldier->stats.bLife < CONSCIOUSNESS )
return( FALSE );
if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
return FALSE;
if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED )
return( FALSE );
@@ -1703,6 +1722,81 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
}
// Flugente: additional dialogue
// 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, UINT32 aData2, UINT32 aData3 )
{
// 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->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
return FALSE;
if ( pSoldier->stats.bLife < OKLIFE )
return( FALSE );
if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
return( FALSE );
if ( ( AM_A_ROBOT( pSoldier ) ) )
return( FALSE );
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
return( FALSE );
if ( AM_AN_EPC( pSoldier ) && !( gMercProfiles[pSoldier->ubProfile].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE ) )
return( FALSE );
// we actually use the snitch function here, and simply deviate later on due to marking this with MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE
return( SnitchCharacterDialogue( pSoldier->ubProfile, usEventNr, pSoldier->iFaceIndex,
DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE,
aData1, aData2, aData3,
DIALOGUE_TACTICAL_UI, TRUE, FALSE ) );
}
// call event for all mercs in a sector
void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
{
SOLDIERTYPE* pSoldier;
int cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
{
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
pSoldier->ubProfile != ausIgnoreProfile &&
pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT &&
(aAroundGridno == NOWHERE || PythSpacesAway( pSoldier->sGridNo, aAroundGridno ) <= aRadius ) &&
!pSoldier->flags.fBetweenSectors )
{
AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, usEventNr, aData1, aData2, aData3 );
}
}
}
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile,
UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3, INT32 aAroundGridno, INT32 aRadius )
{
return AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, ausIgnoreProfile,
usEventNr, aData1, aData2, aData3, aAroundGridno, aRadius );
}
// 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
@@ -1785,7 +1879,6 @@ BOOLEAN CharacterDialogueWithSpecialEventEx( UINT8 ubCharacterNum, UINT16 usQuot
return( TRUE );
}
BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed )
{
DIALOGUE_Q_STRUCT *QItem;
@@ -1813,6 +1906,22 @@ BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceI
// Add to queue
ghDialogueQ = AddtoQueue( ghDialogueQ, &QItem );
// Flugente: additional dialogue
// in the dialogue screen, only the merc doing the talking may answer
if ( bUIHandlerID == DIALOGUE_NPC_UI )
{
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 )
{