mirror of
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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -81,6 +81,23 @@
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#include "Overhead.h"
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#endif
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#include "LuaInitNPCs.h"
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#include "Text.h"
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#include "Luaglobal.h"
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "Soldier macros.h"
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#include "LOS.h"
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#include "Soldier Control.h"
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#include "Ja25Update.h"
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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@@ -167,6 +184,29 @@ extern void EndGameMessageBoxCallBack( UINT8 ubExitValue );
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extern INT32 FindNearestOpenableNonDoor( INT32 sStartGridNo );
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extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
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#ifdef JA2UB
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//JA25 UB
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void PerformJerryMiloAction301();
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void PerformJerryMiloAction302();
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void DelayedMercQuote( UINT16 usProfileID, UINT32 uiQuoteNum, UINT32 uiTimeTillQuoteSaid );
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void DelayedSayingOfMercQuote( UINT32 uiParam );
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void HandleSpecificQuoteWhenLeavingNpcTalkMenu();
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void HaveQualifiedMercSayQuoteAboutNpcWhenLeavingTalkScreen( UINT8 ubNpcProfileID, UINT32 uiQuoteNum );
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void CheckForValidQuotesWhenLeavingDealer( UINT8 ubProfile );
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BOOLEAN IsMineEntranceInSectorI13AtThisGridNo( UINT32 sGridNo );
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void HaveBiggensDetonatingExplosivesByTheMine();
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void ReplaceMineEntranceGraphicWithCollapsedEntrance();
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void HandleCannotAffordNpcMsgBox();
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void CantAffordMercCallback( UINT8 ubExitValue );
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void HandleMercArrivesQuotesFromHeliCrashSequence();
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void HandleRaulBlowingHimselfUp();
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void HandleTexFlushingToilet();
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void HandleTexMakingHimselfAlreadyBeIntroduced();
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void DisplayJerryBreakingLaptopTransmitterPopup();
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void HaveNpcOpenUpDealerScreen( UINT8 ubProfileID );
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void HandleTexBecomingCamoed();
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#endif
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UINT8 ubTalkMenuApproachIDs[] =
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{
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APPROACH_REPEAT,
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@@ -212,6 +252,11 @@ INT32 giHospitalTempBalance; // stores amount of money for current doctoring
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INT32 giHospitalRefund; // stores amount of money given to hospital for doctoring that wasn't used
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INT8 gbHospitalPriceModifier; // stores discount being offered
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#ifdef JA2UB
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//ja25 ub
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BOOLEAN gfDisplayMsgBoxSayingCantAffordNPC=FALSE;
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#endif
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enum
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{
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HOSPITAL_UNSET = 0,
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@@ -1677,6 +1722,13 @@ void HandleNPCClosePanel( )
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void HandleStuffForNPCEscorted( UINT8 ubNPC )
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{
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#ifdef LUA_INTERFACE_DIALOGUE
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LetLuaInterfaceDialogue(ubNPC,0);
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#else
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SOLDIERTYPE * pSoldier;
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switch( ubNPC )
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@@ -1723,6 +1775,8 @@ void HandleStuffForNPCEscorted( UINT8 ubNPC )
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}
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break;
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}
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#endif
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}
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void HandleFactForNPCUnescorted( UINT8 ubNPC )
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@@ -4044,13 +4098,22 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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{
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// This is not the end, 'cause momma creature is still alive
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TriggerNPCRecordImmediately( 136, 8 );
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#ifdef JA2UB
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//no Ub
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#else
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EndQueenDeathEndgame( );
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#endif
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}
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else
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{
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// Continue with endgame cimematic..
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DeleteTalkingMenu( );
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#ifdef JA2UB
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//no Ub
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#else
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EndQueenDeathEndgameBeginEndCimenatic( );
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#endif
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}
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break;
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@@ -4058,7 +4121,11 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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// Just end queen killed dequence.......
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DeleteTalkingMenu( );
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#ifdef JA2UB
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// no UB
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#else
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EndQueenDeathEndgame( );
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#endif
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break;
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case NPC_ACTION_MAKE_ESTONI_A_FUEL_SITE:
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@@ -4308,10 +4375,51 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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TriggerNPCRecord( WALTER, 15 );
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}
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break;
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#ifdef JA2UB
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//JA25 UB
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case NPC_ACTION_TRIGGER_JERRY_CONVERSATION_WITH_PGC_1:
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PerformJerryMiloAction301();
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break;
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case NPC_ACTION_TRIGGER_JERRY_CONVERSATION_WITH_PGC_2:
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PerformJerryMiloAction302();
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break;
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case NPC_ACTION_BIGGENS_DETONATES_BOMBS:
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HaveBiggensDetonatingExplosivesByTheMine();
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break;
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case NPC_ACTION_LEAVING_NPC_TALK_MENU:
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HandleSpecificQuoteWhenLeavingNpcTalkMenu();
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break;
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case NPC_ACTION_RAUL_BLOWS_HIMSELF_UP:
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HandleRaulBlowingHimselfUp();
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break;
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case NPC_ACTION_TEX_FLUSHES_TOILET:
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HandleTexFlushingToilet();
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break;
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case NPC_ACTION_MARK_TEX_AS_ALREADY_INTRODUCED_HIMSELF:
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HandleTexMakingHimselfAlreadyBeIntroduced();
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break;
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case NPC_ACTION_MAKE_TEX_CAMOED:
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HandleTexBecomingCamoed();
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break;
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case NPC_ACTION_HAVE_DEALER_OPEN_BUY_SELL_SCREEN:
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HaveNpcOpenUpDealerScreen( ubTargetNPC );
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break;
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#endif
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default:
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ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"No code support for NPC action %d", usActionCode );
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break;
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}
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//Lua
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// LuaHandleNPCDoAction( ubTargetNPC, usActionCode, ubQuoteNum , 0);
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}
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}
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@@ -4554,6 +4662,36 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
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break;
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case NPC_ACTION_ASK_ABOUT_PAYING_RPC:
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case NPC_ACTION_ASK_ABOUT_PAYING_RPC_WITH_DAILY_SALARY:
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#ifdef JA2UB
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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//if the player cannot afford to hire the npc
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if( LaptopSaveInfo.iCurrentBalance < gMercProfiles[ubProfile].sSalary )
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{
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//Set a flag indicating that you cannot afford the merc
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gfDisplayMsgBoxSayingCantAffordNPC = TRUE;
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}
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else
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{
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//First Deduct the money out of the players account
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AddTransactionToPlayersBook( PAYMENT_TO_NPC, ubProfile, GetWorldTotalMin(), -gMercProfiles[ubProfile].sSalary );
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TriggerNPCRecord( ubProfile, 1 );
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//if the person is BIGGENS
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if( ubProfile == 61 ) //BIGGENS
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{
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SetFactTrue( FACT_BIGGENS_IS_ON_TEAM );
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}
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}
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}
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else
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{
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TriggerNPCRecord( ubProfile, 0 );
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}
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#else
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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TriggerNPCRecord( ubProfile, 1 );
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@@ -4562,6 +4700,7 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
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{
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TriggerNPCRecord( ubProfile, 0 );
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}
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#endif
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break;
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case NPC_ACTION_REDUCE_CONRAD_SALARY_CONDITIONS:
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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@@ -4971,6 +5110,12 @@ void TextRegionClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void CarmenLeavesSectorCallback( void )
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{
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#ifdef LUA_INTERFACE_DIALOGUE
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LetLuaInterfaceDialogue(0,0);
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#else
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if (gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_C && gbWorldSectorZ == 0)
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{
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TriggerNPCRecord( 78, 34 );
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@@ -4983,5 +5128,582 @@ void CarmenLeavesSectorCallback( void )
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{
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TriggerNPCRecord( 78, 36 );
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}
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#endif
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}
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#ifdef JA2UB
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//JA25 UB
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void PerformJerryMiloAction301()
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{
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UINT8 ubMercsPresent[NUM_MERCS_WITH_NEW_QUOTES];
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INT8 bNumMercsPresent=-1;
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SOLDIERTYPE *pSoldier=NULL;
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INT32 cnt;
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UINT8 ubId;
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//Get the number and array of the new soldiers
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bNumMercsPresent = GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( ubMercsPresent, NULL );
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//Randomly choose one
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/* //if there is at least 1 of the desired mercs found
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if( bNumMercsPresent != -1 )
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{
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ubId = ubMercsPresent[ Random( bNumMercsPresent ) ];
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pSoldier = MercPtrs[ ubId ];
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TacticalCharacterDialogue( pSoldier, QUOTE_DEATH_RATE_REFUSAL );
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}
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*/
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//Have them all say their quote
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for( cnt=0; cnt<bNumMercsPresent; cnt++ )
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{
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ubId = ubMercsPresent[ cnt ];
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pSoldier = MercPtrs[ ubId ];
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TacticalCharacterDialogue( pSoldier, QUOTE_DEATH_RATE_REFUSAL );
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}
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//Trigger Jerry Milo's script record 11 ( call action 302 )
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TriggerNPCRecord( 76, 11 );
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//Close the dialogue panel
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DeleteTalkingMenu();
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}
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void PerformJerryMiloAction302()
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{
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UINT8 ubMercsPresent[NUM_MERCS_WITH_NEW_QUOTES];
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INT8 bNumMercsPresent=-1;
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SOLDIERTYPE *pSoldier=NULL;
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UINT8 ubId;
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//off jazz
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//Get the number and array of the new soldiers
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bNumMercsPresent = GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( ubMercsPresent, NULL );
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//Randomly choose one
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//if there is at least 1 of the desired mercs found
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if( bNumMercsPresent != 0 )
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{
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UINT8 ubProfileID = NO_PROFILE;
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UINT8 ubIdOfMercWhoSaidQuote;
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ubIdOfMercWhoSaidQuote = Random( bNumMercsPresent );
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ubId = ubMercsPresent[ ubIdOfMercWhoSaidQuote ];
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pSoldier = MercPtrs[ ubId ];
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TacticalCharacterDialogue( pSoldier, QUOTE_LAME_REFUSAL );
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if( bNumMercsPresent == 1 )
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ubProfileID = MercPtrs[ ubId ]->ubProfile;
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else
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{
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BOOLEAN fDone=FALSE;
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while( !fDone )
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{
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ubProfileID = Random( bNumMercsPresent );
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if( ubProfileID != ubIdOfMercWhoSaidQuote )
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{
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ubId = ubMercsPresent[ ubProfileID ];
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fDone = TRUE;
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}
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}
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ubProfileID = MercPtrs[ ubId ]->ubProfile;
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}
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//Say the quote in 15 seconds
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DelayedMercQuote( ubProfileID, QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE, GetWorldTotalSeconds( ) + 15 );
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||||
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||||
}
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||||
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||||
//handle the merc arrives quotes now
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||||
HandleMercArrivesQuotesFromHeliCrashSequence();
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||||
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||||
//Set the fact that we should show the destination dialog
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||||
gJa25SaveStruct.fShowMercDestinationDialogWhenHiringMerc = TRUE;
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||||
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||||
//Close the dialogue panel
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||||
DeleteTalkingMenu();
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||||
}
|
||||
|
||||
void DelayedMercQuote( UINT16 usProfileID, UINT32 uiQuoteNum, UINT32 uiTimeTillQuoteSaid )
|
||||
{
|
||||
UINT32 uiParam;
|
||||
|
||||
uiParam = usProfileID + ( uiQuoteNum << 16 );
|
||||
|
||||
AddStrategicEventUsingSeconds( EVENT_SAY_DELAYED_MERC_QUOTE, uiTimeTillQuoteSaid, uiParam );
|
||||
}
|
||||
|
||||
void DelayedSayingOfMercQuote( UINT32 uiParam )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
UINT16 usProfileID;
|
||||
UINT16 usQuoteNum;
|
||||
|
||||
usProfileID = 0x0000FFFF & uiParam;
|
||||
usQuoteNum = uiParam >> 16;
|
||||
|
||||
//if its a normal quote
|
||||
if( usQuoteNum < DQ__NORMAL_DELAYED_QUOTE )
|
||||
{
|
||||
//Get the soldier that should say the quote
|
||||
pSoldier = FindSoldierByProfileID( (UINT8)usProfileID, FALSE );
|
||||
if( pSoldier == NULL )
|
||||
return;
|
||||
|
||||
//
|
||||
// Do Quote specific code here
|
||||
//
|
||||
if( usQuoteNum == QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE )
|
||||
{
|
||||
//if the soldier is saying the 'brr its cold' quote, and he has left the sector
|
||||
if( pSoldier->sSectorX != JA2_5_START_SECTOR_X || pSoldier->sSectorY != JA2_5_START_SECTOR_Y && pSoldier->bSectorZ != 0 )
|
||||
{
|
||||
//dont say the quote
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
//Say the quote
|
||||
TacticalCharacterDialogue( pSoldier, usQuoteNum );
|
||||
}
|
||||
else
|
||||
{
|
||||
switch( usQuoteNum )
|
||||
{
|
||||
case DQ__JERRY_BROKE_TRANSMITTER:
|
||||
//Display the popup saying Jerry broke the transmitter
|
||||
DisplayJerryBreakingLaptopTransmitterPopup();
|
||||
break;
|
||||
|
||||
case DQ__MORRIS_NOTE_NEW_MERC_DELAY:
|
||||
HandleCommanderMorrisNewMercWantsNoteDelayedSpeech();
|
||||
break;
|
||||
|
||||
case DQ__MORRIS_NOTE_DISPLAY_NOTE_1:
|
||||
case DQ__MORRIS_NOTE_DISPLAY_NOTE_2:
|
||||
{
|
||||
//Get the soldier that should say the quote
|
||||
pSoldier = FindSoldierByProfileID( (UINT8)usProfileID, FALSE );
|
||||
if( pSoldier == NULL )
|
||||
return;
|
||||
|
||||
DisplayCommanderMorrisNote( pSoldier );
|
||||
}
|
||||
break;
|
||||
|
||||
case DQ__SHOW_RADIO_LOCATOR:
|
||||
BeginMultiPurposeLocator( usProfileID, 0, TRUE );
|
||||
break;
|
||||
|
||||
case DQ__NEW_MERC_SAY_NOTE_QUOTES:
|
||||
//Get the soldier that should say the quote
|
||||
pSoldier = FindSoldierByProfileID( (UINT8)usProfileID, FALSE );
|
||||
if( pSoldier == NULL )
|
||||
return;
|
||||
|
||||
HandleNewMercSayingContentsOfMorrisNote( pSoldier );
|
||||
break;
|
||||
|
||||
case DQ__START_EVERYONE_TALKING_AT_END_OF_GAME:
|
||||
EndGameEveryoneSayTheirGoodByQuotes();
|
||||
break;
|
||||
|
||||
case DQ__FADE_OUT_TO_END_GAME_CINEMATIC:
|
||||
HandleFadingOutToEndGameCinematics();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleSpecificQuoteWhenLeavingNpcTalkMenu()
|
||||
{
|
||||
SetFactTrue( FACT_MERC_SAY_QUOTE_WHEN_TALK_MENU_CLOSES );
|
||||
}
|
||||
|
||||
void HaveQualifiedMercSayQuoteAboutNpcWhenLeavingTalkScreen( UINT8 ubNpcProfileID, UINT32 uiQuoteNum )
|
||||
{
|
||||
INT8 bNumMercsPresent=-1;
|
||||
UINT8 SoldierIdArray[NUM_MERCS_WITH_NEW_QUOTES];
|
||||
UINT8 ValidSoldierIdArray[NUM_MERCS_WITH_NEW_QUOTES] = {0};
|
||||
UINT8 ubNumValidSoldiers=0;
|
||||
UINT8 ubCnt;
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
SOLDIERTYPE * pNPC;
|
||||
|
||||
pNPC = FindSoldierByProfileID( ubNpcProfileID, FALSE );
|
||||
if( pNPC == NULL )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//Get the number and array of the new soldiers
|
||||
bNumMercsPresent = GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( SoldierIdArray, NULL );
|
||||
|
||||
//if the player doesnt have any qualified players on the team
|
||||
if( bNumMercsPresent == -1 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//loop through the mercs and see if there in range of the dealer
|
||||
for( ubCnt=0; ubCnt<bNumMercsPresent; ubCnt++)
|
||||
{
|
||||
pSoldier = &Menptr[ SoldierIdArray[ ubCnt ] ];
|
||||
|
||||
// Add guy if he's a candidate...
|
||||
if ( OK_INSECTOR_MERC( pSoldier ) && PythSpacesAway( pNPC->sGridNo, pSoldier->sGridNo ) < 10 && !AM_AN_EPC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pSoldier )) && !pSoldier->flags.fMercAsleep &&
|
||||
SoldierTo3DLocationLineOfSightTest( pSoldier, pNPC->sGridNo, 0, 0, (UINT8)MaxDistanceVisible(), TRUE ) )
|
||||
{
|
||||
ValidSoldierIdArray[ ubNumValidSoldiers ] = pSoldier->ubID;
|
||||
ubNumValidSoldiers++;
|
||||
}
|
||||
}
|
||||
|
||||
//If there is a valid merc, pick a merc to say the quote
|
||||
if( ubNumValidSoldiers > 0 )
|
||||
{
|
||||
UINT8 ubChosenMerc = (UINT8)Random( ubNumValidSoldiers );
|
||||
TacticalCharacterDialogue( MercPtrs[ ValidSoldierIdArray[ ubChosenMerc ] ], (UINT16)uiQuoteNum );
|
||||
}
|
||||
|
||||
SetFactFalse( FACT_MERC_SAY_QUOTE_WHEN_TALK_MENU_CLOSES );
|
||||
}
|
||||
|
||||
void CheckForValidQuotesWhenLeavingDealer( UINT8 ubProfile )
|
||||
{
|
||||
//if the user is going to the dealer
|
||||
if( gTalkPanel.bCurSelect != -1 && ubTalkMenuApproachIDs[ gTalkPanel.bCurSelect ] == APPROACH_BUYSELL )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//if their scripting event going on, leave
|
||||
if( gTacticalStatus.uiFlags & ENGAGED_IN_CONV )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if( CheckFact( FACT_MERC_SAY_QUOTE_WHEN_TALK_MENU_CLOSES, 0 ) )
|
||||
{
|
||||
switch( ubProfile )
|
||||
{
|
||||
case 73 : //BETTY:
|
||||
HaveQualifiedMercSayQuoteAboutNpcWhenLeavingTalkScreen( ubProfile, QUOTE_JOINING_CAUSE_BUDDY_1_ON_TEAM );
|
||||
break;
|
||||
|
||||
case 74 : //RAUL:
|
||||
//if the Raul is about to blow himself up
|
||||
if( !IsJa25GeneralFlagSet( JA_GF__RAUL_BLOW_HIMSELF_UP ) )
|
||||
{
|
||||
//we can say the quote
|
||||
HaveQualifiedMercSayQuoteAboutNpcWhenLeavingTalkScreen( ubProfile, QUOTE_JOINING_CAUSE_BUDDY_2_ON_TEAM );
|
||||
}
|
||||
break;
|
||||
|
||||
case 77: //RUDY:
|
||||
HaveQualifiedMercSayQuoteAboutNpcWhenLeavingTalkScreen( ubProfile, QUOTE_REFUSAL_RENEW_DUE_TO_MORALE );
|
||||
break;
|
||||
|
||||
default:
|
||||
AssertMsg( 0, "Code has not been implemented to handle saying a quote when leaving this NPC" );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// This function checks if we should replace the mine entrance graphic
|
||||
BOOLEAN IsMineEntranceInSectorI13AtThisGridNo( UINT32 sGridNo )
|
||||
{
|
||||
// First check current sector......
|
||||
if( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_I && gbWorldSectorZ == 0 )
|
||||
{
|
||||
//if this is the right gridno
|
||||
if( sGridNo == 12421 )
|
||||
{
|
||||
return( TRUE );
|
||||
}
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
void HaveBiggensDetonatingExplosivesByTheMine()
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
UINT8 ubID=NOBODY;
|
||||
|
||||
pSoldier = FindSoldierByProfileID( 61 , FALSE ); //BIGGENS
|
||||
if( pSoldier != NULL )
|
||||
{
|
||||
ubID = pSoldier->ubID;
|
||||
}
|
||||
//Have Biggens Triger the bombs by the cave wall
|
||||
SetOffBombsByFrequency( ubID, FIRST_MAP_PLACED_FREQUENCY + 1 );
|
||||
}
|
||||
|
||||
void ReplaceMineEntranceGraphicWithCollapsedEntrance()
|
||||
{
|
||||
UINT16 usTileIndex;
|
||||
UINT32 usGridNo=12745;
|
||||
|
||||
//Make sure wed ont blow things up twice
|
||||
//off
|
||||
if( gJa25SaveStruct.fBiggensUsedDetonator )
|
||||
return;
|
||||
|
||||
//Remeber that biggens detonated the explosives
|
||||
gJa25SaveStruct.fBiggensUsedDetonator = TRUE;
|
||||
|
||||
// Turn on permenant changes....
|
||||
ApplyMapChangesToMapTempFile( TRUE );
|
||||
|
||||
// Remove it!
|
||||
// Get index for it...
|
||||
GetTileIndexFromTypeSubIndex( FIRSTOSTRUCT, (INT8)( 1 ), &usTileIndex );
|
||||
|
||||
AddStructToHead( usGridNo, usTileIndex );
|
||||
|
||||
//remove the exit grid from the world
|
||||
RemoveExitGridFromWorld( 12422 );
|
||||
RemoveExitGridFromWorld( 12423 );
|
||||
AddRemoveExitGridToUnloadedMapTempFile( 12422, 13, MAP_ROW_I, 0 );
|
||||
AddRemoveExitGridToUnloadedMapTempFile( 12423, 13, MAP_ROW_I, 0 );
|
||||
|
||||
gpWorldLevelData[ usGridNo ].uiFlags |= MAPELEMENT_REVEALED;
|
||||
|
||||
|
||||
// Re-render the world!
|
||||
gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
|
||||
|
||||
// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
|
||||
InvalidateWorldRedundency( );
|
||||
SetRenderFlags(RENDER_FLAG_FULL);
|
||||
|
||||
// Redo movement costs....
|
||||
RecompileLocalMovementCostsFromRadius( usGridNo, 5 );
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Apply changes to the underground mine
|
||||
//
|
||||
|
||||
//Remove the old tunnel pieces first
|
||||
|
||||
//First half of entrance
|
||||
usGridNo = 13057;
|
||||
|
||||
// Get index for it...
|
||||
GetTileIndexFromTypeSubIndex( FIRSTDECORATIONS, (INT8)( 1 ), &usTileIndex );
|
||||
|
||||
RemoveStructFromUnLoadedMapTempFile( usGridNo, usTileIndex, 13, MAP_ROW_I, 1 );
|
||||
|
||||
// Get index for it...
|
||||
GetTileIndexFromTypeSubIndex( FIRSTDECORATIONS, (INT8)( 5 ), &usTileIndex );
|
||||
|
||||
//Apply changes
|
||||
AddStructToUnLoadedMapTempFile( usGridNo, usTileIndex, 13, MAP_ROW_I, 1 );
|
||||
|
||||
|
||||
|
||||
// 2nd half of entrance
|
||||
usGridNo = 12897;
|
||||
|
||||
// Get index for it...
|
||||
GetTileIndexFromTypeSubIndex( FIRSTDECORATIONS, (INT8)( 2 ), &usTileIndex );
|
||||
|
||||
RemoveStructFromUnLoadedMapTempFile( usGridNo, usTileIndex, 13, MAP_ROW_I, 1 );
|
||||
|
||||
// Get index for it...
|
||||
GetTileIndexFromTypeSubIndex( FIRSTDECORATIONS, (INT8)( 6 ), &usTileIndex );
|
||||
|
||||
//Apply changes
|
||||
AddStructToUnLoadedMapTempFile( usGridNo, usTileIndex, 13, MAP_ROW_I, 1 );
|
||||
|
||||
//Remove the exit grid
|
||||
AddRemoveExitGridToUnloadedMapTempFile( usGridNo, 13, MAP_ROW_I, 1 );
|
||||
|
||||
// Turn off permenant changes....
|
||||
ApplyMapChangesToMapTempFile( FALSE );
|
||||
}
|
||||
|
||||
void HandleCannotAffordNpcMsgBox()
|
||||
{
|
||||
// CHAR16 zString[512];
|
||||
if( !gfDisplayMsgBoxSayingCantAffordNPC )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//display a msg box saying cant afford merc
|
||||
// swprintf( zString, zNewTacticalMessages[ TACT_MSG__CANNOT_AFFORD_MERC ], gMercProfiles[ 61 ].zNickname ); //BIGGENS
|
||||
// DoMessageBox( MSG_BOX_BASIC_STYLE, zString, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, CantAffordMercCallback, NULL );
|
||||
|
||||
gfDisplayMsgBoxSayingCantAffordNPC = FALSE;
|
||||
}
|
||||
|
||||
void CantAffordMercCallback( UINT8 ubExitValue )
|
||||
{
|
||||
//Make the RPC say a quote
|
||||
TriggerNPCRecord( 61, 0 ); //BIGGENS
|
||||
}
|
||||
|
||||
void HandleMercArrivesQuotesFromHeliCrashSequence()
|
||||
{
|
||||
UINT32 uiCnt;
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
|
||||
uiCnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
// look for all mercs on the same team,
|
||||
for ( pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; uiCnt++,pSoldier++)
|
||||
{
|
||||
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector )
|
||||
{
|
||||
HandleMercArrivesQuotes( pSoldier );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleRaulBlowingHimselfUp()
|
||||
{
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
UINT16 usItem=0;
|
||||
|
||||
//Find Raul
|
||||
pSoldier = FindSoldierByProfileID( 74, FALSE );
|
||||
|
||||
//if he exists
|
||||
if( pSoldier )
|
||||
{
|
||||
//First lower his life, artificially
|
||||
pSoldier->stats.bLife = 5;
|
||||
|
||||
//blow himself up with, hmmm, lets say TNT. :)
|
||||
usItem = HAND_GRENADE;
|
||||
IgniteExplosion( 74, CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), 0, pSoldier->sGridNo, usItem, pSoldier->pathing.bLevel );
|
||||
|
||||
SetJa25GeneralFlag( JA_GF__RAUL_BLOW_HIMSELF_UP );
|
||||
}
|
||||
}
|
||||
|
||||
void HandleTexFlushingToilet()
|
||||
{
|
||||
PlayJA2SampleFromFile( "SOUNDS\\ToiletFlush.wav", RATE_11025, HIGHVOLUME, 1, MIDDLE );
|
||||
}
|
||||
|
||||
void HandleTexMakingHimselfAlreadyBeIntroduced()
|
||||
{
|
||||
gMercProfiles[ 64 ].ubLastDateSpokenTo = GetWorldDay( );
|
||||
}
|
||||
|
||||
void HandleTexBecomingCamoed()
|
||||
{
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
|
||||
//Find TEX
|
||||
pSoldier = FindSoldierByProfileID( 64, FALSE );
|
||||
|
||||
//if we found him
|
||||
if( pSoldier != NULL )
|
||||
{
|
||||
//make him camoed
|
||||
pSoldier->bCamo = 100;
|
||||
pSoldier->CreateSoldierPalettes( );
|
||||
}
|
||||
|
||||
//Then set him to be camo'ed in the profile ( cause he is still an RPC and we are just about to hire him )
|
||||
// SANDRO - old/new traits check (I am not sure if this is used at all)
|
||||
if ( gGameOptions.fNewTraitSystem )
|
||||
{
|
||||
gMercProfiles[ 64 ].bSkillTraits[0] = RANGER_NT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gMercProfiles[ 64 ].bSkillTraits[0] = CAMOUFLAGED_OT;
|
||||
}
|
||||
|
||||
//Close down the talking menu...
|
||||
DeleteTalkingMenu( );
|
||||
|
||||
// InitTalkingMenu( pSoldier->ubProfile, pSoldier->sGridNo );
|
||||
|
||||
// Trigger Tex to say the quote, this will cause the radio locater to come up giving a pause to make it appear that he
|
||||
// put on camoflauge
|
||||
TriggerNPCRecord( 64, 15 );
|
||||
}
|
||||
|
||||
void DisplayJerryBreakingLaptopTransmitterPopup()
|
||||
{
|
||||
CHAR16 zString[512];
|
||||
INT8 bID=-1;
|
||||
UINT32 uiStartLoc=0;
|
||||
|
||||
#define LANGMESSAGEFILE "BinaryData\\TacticalMessages.EDT"
|
||||
#define EDT_SIZE 400 * 2
|
||||
|
||||
|
||||
if( gJa25SaveStruct.fJerryBreakingLaptopOccuring )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//get a random ID for a mercs name
|
||||
bID = RandomSoldierIdForAnyMercInSector();
|
||||
|
||||
if( bID == -1 )
|
||||
{
|
||||
//Assert( 0 );
|
||||
return;
|
||||
}
|
||||
/*
|
||||
if ( FileExists(LANGMESSAGEFILE) )
|
||||
{
|
||||
|
||||
uiStartLoc = EDT_SIZE * 10;
|
||||
LoadEncryptedDataFromFile(LANGMESSAGEFILE, sText, uiStartLoc, EDT_SIZE);
|
||||
|
||||
swprintf( zString, sText, Menptr[ bID ].name );
|
||||
}
|
||||
else
|
||||
{
|
||||
//Create the string
|
||||
swprintf( zString, zNewTacticalMessages[ TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA ], Menptr[ bID ].name );
|
||||
}
|
||||
*/
|
||||
#ifdef UBMODSHADYJOB //See file builddefines.h
|
||||
swprintf( zString, XMLTacticalMessages[0] ); //Shady Job
|
||||
#else
|
||||
swprintf( zString, zNewTacticalMessages[TCTL_MSG__JERRY_BREAKIN_LAPTOP_ANTENA], Menptr[ bID ].name ); //UB
|
||||
#endif
|
||||
|
||||
|
||||
//Display it
|
||||
ExecuteTacticalTextBox( 110, zString );
|
||||
|
||||
gJa25SaveStruct.fJerryBreakingLaptopOccuring = TRUE;
|
||||
}
|
||||
|
||||
void HaveNpcOpenUpDealerScreen( UINT8 ubProfileID )
|
||||
{
|
||||
DeleteTalkingMenu( );
|
||||
|
||||
//Enter the shopkeeper interface
|
||||
EnterShopKeeperInterfaceScreen( gTalkPanel.ubCharNum );
|
||||
}
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user