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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
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@@ -20,6 +20,7 @@
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#include "dialogue control.h"
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#include "Random.h"
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#include "gamesettings.h"
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#include "Dialogue Control.h" // added by Flugente
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#endif
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// Room Information
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@@ -278,11 +279,10 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
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// STRUCTURE *pStructure;//, *pBase;
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// LOOP THORUGH WORLD AND CHECK ROOM INFO
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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for ( cnt = 0; cnt < WORLD_MAX; ++cnt )
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{
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if ( gusWorldRoomInfo[ cnt ] == usRoomNum )
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{
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SetGridNoRevealedFlag( cnt );//dnl ch56 141009
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//RemoveRoofIndexFlagsFromTypeRange( cnt, FIRSTROOF, SECONDSLANTROOF, LEVELNODE_REVEAL );
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@@ -319,7 +319,6 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
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// Get XY
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ConvertGridNoToXY( cnt, &sX, &sY );
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SetRecalculateWireFrameFlagRadius( sX, sY, 2 );
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}
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}
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@@ -331,17 +330,18 @@ void RemoveRoomRoof( INT32 sGridNo, UINT16 usRoomNum, SOLDIERTYPE *pSoldier )
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// }
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//}
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// Flugente: additional dialogue
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if ( pSoldier )
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AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_DISCOVER_ROOM, usRoomNum );
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// DIRTY THE WORLD!
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InvalidateWorldRedundency();
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SetRenderFlags(RENDER_FLAG_FULL );
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CalculateWorldWireFrameTiles( FALSE );
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}
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BOOLEAN AddSpecialTileRange( SGPRect *pSelectRegion )
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{
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INT32 cnt1, cnt2;
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@@ -28,6 +28,7 @@
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#include "Strategic Movement.h" // added by Flugente
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#include "tiledef.h" // added by Flugente
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#include "worldman.h" // added by Flugente
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#include "Dialogue Control.h" // added by Flugente
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#endif
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#include "Text.h"
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@@ -906,7 +907,10 @@ void ChangeWeather( UINT8 aSector, UINT8 aType )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: Changed weather from %s to %s", pStrSectorName, szWeatherTypeText[SectorInfo[aSector].usWeather], szWeatherTypeText[aType] );
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}
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// First turn off whatever rain it is, then turn on the requested rain
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// Flugente: additional dialogue
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AdditionalTacticalCharacterDialogue_AllInSector( SECTORX( aSector ), SECTORY( aSector ), 0, NO_PROFILE, ADE_WEATHERCHANGE, aType );
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// First turn off whatever weather it is, then turn on the requested weather
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SectorInfo[aSector].usWeather = aType;
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}
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}
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@@ -32,6 +32,7 @@
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#include "environment.h"
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#include "GameSettings.h"
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#include "Buildings.h"
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#include "Dialogue Control.h" // added by Flugente
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#endif
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#include "Campaign.h"
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@@ -2710,6 +2711,13 @@ void HandleArmedObjectImpact( REAL_OBJECT *pObject )
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fDoImpact = TRUE;
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}
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// Flugente: additional dialogue
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// any merc nearby that can see this can warn us
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if ( ( *pObj )[0]->data.misc.bDelay > 0 && pObject->ubOwner != NOBODY )//&& MercPtrs[pObject->ubOwner]->bTeam != gbPlayerNum )
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{
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AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( NO_PROFILE, ADE_GRENADEWARNING, 0, 0, 0, pObject->sGridNo, 5 );
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}
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if ( fDoImpact )
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{
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if ( Item[pObject->Obj.usItem].flare )
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