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- New Quest: if Kingpin is unaware Maria escaped with the player's help, he enlists the player to kill the DaSilvas
- Moved civ factions for mod compatibility (UC) Does not break savegame compatibility. Requires GameDir >= r2252. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+38
-42
@@ -494,7 +494,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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#else
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INT8 bTownId;
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INT8 bCivHint;
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INT8 bCivHint;
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INT8 bMineId;
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#endif
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@@ -508,26 +508,25 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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(*pubCivHintToUse) = 0;
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ubCivType = GetCivType( pCiv );
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for( iCounter2 = NON_CIV_GROUP; iCounter2 < NUM_CIV_GROUPS; iCounter2++ )
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{
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if ( pCiv->ubCivilianGroup < NUM_CIV_GROUPS )
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{
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#ifdef JA2UB
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if (pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 && pCiv->ubCivilianGroup == iCounter2)
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if ( pCiv->ubCivilianGroup > UNNAMED_CIV_GROUP_19 )
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#else
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if (pCiv->ubCivilianGroup > QUEENS_CIV_GROUP && pCiv->ubCivilianGroup == iCounter2)
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if ( pCiv->ubCivilianGroup > QUEENS_CIV_GROUP )
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#endif
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{
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if ( pCiv->aiData.bNeutral )
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{
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if ( pCiv->aiData.bNeutral )
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{
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return( FileEDTQUoteID = iCounter2*2 +10);
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}
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else
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{
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return( FileEDTQUoteID = iCounter2*2 + 11);
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}
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}
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return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 10);
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}
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else
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{
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return(FileEDTQUoteID = pCiv->ubCivilianGroup * 2 + 11);
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}
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}
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}
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#ifdef JA2UB
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if( ubCivType != CIV_TYPE_ENEMY )
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@@ -747,7 +746,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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// If we are in medunna, and queen is dead, use these...
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if ( bTownId == MEDUNA && CheckFact( FACT_QUEEN_DEAD, 0 ) )
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{
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return( CIV_QUOTE_DEIDRANNA_DEAD );
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return( CIV_QUOTE_DEIDRANNA_DEAD );
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}
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// if in a town
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@@ -767,44 +766,42 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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}
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}
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// ATE: OK, check if we should look for a civ hint....
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if ( fCanUseHints )
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{
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bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
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}
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else
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{
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bCivHint = -1;
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bCivHint = -1;
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}
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// ATE: check miners......
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if ( pCiv->ubSoldierClass == SOLDIER_CLASS_MINER )
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{
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bMiners = TRUE;
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bMiners = TRUE;
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// If not a civ hint available...
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if ( bCivHint == -1 )
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{
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// Check if they are under our control...
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// Should I go talk to miner?
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// Not done yet.
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// Are they working for us?
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bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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if ( PlayerControlsMine( bMineId ) )
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// If not a civ hint available...
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if ( bCivHint == -1 )
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{
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return( CIV_QUOTE_MINERS_FOR_PLAYER );
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}
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else
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{
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return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
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// Check if they are under our control...
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// Should I go talk to miner?
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// Not done yet.
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// Are they working for us?
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bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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if ( PlayerControlsMine( bMineId ) )
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{
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return( CIV_QUOTE_MINERS_FOR_PLAYER );
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}
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else
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{
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return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
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}
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}
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}
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}
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// Is one availible?
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// If we are to say low loyalty, do chance
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@@ -855,8 +852,7 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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return( CIV_QUOTE_KIDS_HIGH_LOYALTY );
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}
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}
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// All purpose quote here....
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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