#ifndef __DYNAMICDIALOGUE_H #define __DYNAMICDIALOGUE_H /** * @file * @author Flugente (bears-pit.com) * @brief This file contains declarations of classes and functions used for dynamic dialogue */ #include "types.h" #include "Soldier Control.h" // Flugente: calculate A's opinion of B INT8 SoldierRelation( SOLDIERTYPE* pSoldierA, SOLDIERTYPE* pSoldierB ); INT8 SoldierRelation( UINT8 usProfileA, UINT8 usProfileB ); // Flugente: dynamic opinions enum { OPINIONEVENT_FRIENDLYFIRE, OPINIONEVENT_SNITCHSOLDMEOUT, OPINIONEVENT_SNITCHINTERFERENCE, OPINIONEVENT_FRIENDSWITHHATED, OPINIONEVENT_CONTRACTEXTENSION, OPINIONEVENT_ORDEREDRETREAT, OPINIONEVENT_CIVKILLER, OPINIONEVENT_SLOWSUSDOWN, OPINIONEVENT_NOSHARINGFOOD, OPINIONEVENT_ANNOYINGDISABILITY, OPINIONEVENT_ADDICT, OPINIONEVENT_THIEF, OPINIONEVENT_WORSTCOMMANDEREVER, OPINIONEVENT_RICHGUY, OPINIONEVENT_BETTERGEAR, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS, OPINIONEVENT_BANDAGED, OPINIONEVENT_DRINKBUDDIES_GOOD, OPINIONEVENT_DRINKBUDDIES_SUPER, OPINIONEVENT_DRINKBUDDIES_BAD, OPINIONEVENT_DRINKBUDDIES_WORSE, // events from dialogue OPINIONEVENT_AGAINST_US, // other guy was against us in dialogue OPINIONEVENT_FOR_US, // other guy was for us in dialogue OPINIONEVENT_AGAINST_ENEMY, // other guy was against our dialogue enemy in dialogue OPINIONEVENT_FOR_ENEMY, // other guy was for our dialogue enemy in dialogue OPINIONEVENT_SOLVECONFLICT_REASON_GOOD, // other guy attempted to solve the conflict reasonably, and we thought that was good OPINIONEVENT_SOLVECONFLICT_REASON_BAD, // other guy attempted to solve the conflict reasonably, and we thought that was bad OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD, // other guy attempted to solve the conflict agressively, and we thought that was good OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD, // other guy attempted to solve the conflict agressively, and we thought that was bad OPINIONEVENT_DISEASE_DISGUSTING, // we have a disease, which others might find disgusting OPINIONEVENT_DISEASE_TREATMENT, // someone treated our diseases OPINIONEVENT_BRUTAL_GOOD, // other guy killed someone in a brutal fashion, and we like that OPINIONEVENT_BRUTAL_BAD, // other guy killed someone in a brutal fashion, and we dislike that OPINIONEVENT_TEACHER, // other guy taught us and we are grateful OPINIONEVENT_BESTCOMMANDEREVER, // we won a battle through what must be magnificent leadership OPINIONEVENT_BATTLE_SAVIOUR, // other guy saved us in a firefight OPINIONEVENT_FRAGTHIEF, // other guy stole our kill OPINIONEVENT_BATTLE_ASSIST, // other guy assisted us in battle OPINIONEVENT_BATTLE_TOOK_PRISONER, // other guy chose to take prisoners instead of killing the enemy OPINIONEVENT_CIV_ATTACKER, // other guy attacks a non-hostile civilian OPINIONEVENT_MAX }; typedef struct DynamicOpinionEvent { UINT8 ubEventId; INT8 sOpinionModifier; BOOLEAN fSameSector; BOOLEAN fSameAssignment; BOOLEAN fAwake; BOOLEAN fSquadsOnly; } DynamicOpinionEvent; extern DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX]; // -------- added by Flugente: flags for opinions -------- // easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!! // if someone influences our opinion, STAGE1 gets set. Every day, stages move up one step, until we 'forget' them // these flags describe what the other guy did to us.... // flagmask 1 #define OPINIONFLAG_STAGE1_FRIENDLYFIRE 0x00000001 //1 // fired on us #define OPINIONFLAG_STAGE2_FRIENDLYFIRE 0x00000002 //2 #define OPINIONFLAG_STAGE3_FRIENDLYFIRE 0x00000004 //4 #define OPINIONFLAG_STAGE4_FRIENDLYFIRE 0x00000008 //8 #define OPINIONFLAG_STAGE1_SNITCHSOLDMEOUT 0x00000010 //16 // has been snitching to the player about us #define OPINIONFLAG_STAGE2_SNITCHSOLDMEOUT 0x00000020 //32 #define OPINIONFLAG_STAGE3_SNITCHSOLDMEOUT 0x00000040 //64 #define OPINIONFLAG_STAGE4_SNITCHSOLDMEOUT 0x00000080 //128 #define OPINIONFLAG_STAGE1_INTERFERENCE 0x00000100 //256 // is interfering with us (stopped us from taking drugs or stealing) #define OPINIONFLAG_STAGE2_INTERFERENCE 0x00000200 //512 #define OPINIONFLAG_STAGE3_INTERFERENCE 0x00000400 //1024 #define OPINIONFLAG_STAGE4_INTERFERENCE 0x00000800 //2048 #define OPINIONFLAG_STAGE1_FRIENDSWITHHATED 0x00001000 //4096 // is friends with someone we hate #define OPINIONFLAG_STAGE2_FRIENDSWITHHATED 0x00002000 //8192 #define OPINIONFLAG_STAGE3_FRIENDSWITHHATED 0x00004000 //16384 #define OPINIONFLAG_STAGE4_FRIENDSWITHHATED 0x00008000 //32768 #define OPINIONFLAG_STAGE1_CONTRACTEXTENSION 0x00010000 //65536 // got his contract extended before we did, even though we had less time left #define OPINIONFLAG_STAGE2_CONTRACTEXTENSION 0x00020000 //131072 #define OPINIONFLAG_STAGE3_CONTRACTEXTENSION 0x00040000 //262144 #define OPINIONFLAG_STAGE4_CONTRACTEXTENSION 0x00080000 //524288 #define OPINIONFLAG_STAGE1_ORDEREDRETREAT 0x00100000 //1048576 // was commander (most senior merc around) and ordered retreat #define OPINIONFLAG_STAGE2_ORDEREDRETREAT 0x00200000 //2097152 #define OPINIONFLAG_STAGE3_ORDEREDRETREAT 0x00400000 //4194304 #define OPINIONFLAG_STAGE4_ORDEREDRETREAT 0x00800000 //8388608 #define OPINIONFLAG_STAGE1_CIVKILLER 0x01000000 //16777216 // killed an unarmed civilian #define OPINIONFLAG_STAGE2_CIVKILLER 0x02000000 //33554432 #define OPINIONFLAG_STAGE3_CIVKILLER 0x04000000 //67108864 #define OPINIONFLAG_STAGE4_CIVKILLER 0x08000000 //134217728 #define OPINIONFLAG_STAGE1_SLOWSUSDOWN 0x10000000 //268435456 // is overloaded and thus slows us down #define OPINIONFLAG_STAGE2_SLOWSUSDOWN 0x20000000 //536870912 #define OPINIONFLAG_STAGE3_SLOWSUSDOWN 0x40000000 //1073741824 #define OPINIONFLAG_STAGE4_SLOWSUSDOWN 0x80000000 //2147483648 // flagmask 2 #define OPINIONFLAG_STAGE1_NOSHARINGFOOD 0x00000001 //1 // had water/food when we needed it. So he did not share! #define OPINIONFLAG_STAGE2_NOSHARINGFOOD 0x00000002 //2 #define OPINIONFLAG_STAGE3_NOSHARINGFOOD 0x00000004 //4 #define OPINIONFLAG_STAGE4_NOSHARINGFOOD 0x00000008 //8 #define OPINIONFLAG_STAGE1_ANNOYINGDISABILITY 0x00000010 //16 // disability kicked in at a bad time, putting the team at risk (forgeful, nervous, psycho...) #define OPINIONFLAG_STAGE2_ANNOYINGDISABILITY 0x00000020 //32 #define OPINIONFLAG_STAGE3_ANNOYINGDISABILITY 0x00000040 //64 #define OPINIONFLAG_STAGE4_ANNOYINGDISABILITY 0x00000080 //128 #define OPINIONFLAG_STAGE1_ADDICT 0x00000100 //256 // is taking drugs #define OPINIONFLAG_STAGE2_ADDICT 0x00000200 //512 #define OPINIONFLAG_STAGE3_ADDICT 0x00000400 //1024 #define OPINIONFLAG_STAGE4_ADDICT 0x00000800 //2048 #define OPINIONFLAG_STAGE1_THIEF 0x00001000 //4096 // is stealing items #define OPINIONFLAG_STAGE2_THIEF 0x00002000 //8192 #define OPINIONFLAG_STAGE3_THIEF 0x00004000 //16384 #define OPINIONFLAG_STAGE4_THIEF 0x00008000 //32768 #define OPINIONFLAG_STAGE1_WORSTCOMMANDEREVER 0x00010000 //65536 // was commander (most senior merc around) when a lot of our people (including militia) died #define OPINIONFLAG_STAGE2_WORSTCOMMANDEREVER 0x00020000 //131072 #define OPINIONFLAG_STAGE3_WORSTCOMMANDEREVER 0x00040000 //262144 #define OPINIONFLAG_STAGE4_WORSTCOMMANDEREVER 0x00080000 //524288 #define OPINIONFLAG_STAGE1_RICHGUY 0x00100000 //1048576 // gets paid a lot more than we do #define OPINIONFLAG_STAGE2_RICHGUY 0x00200000 //2097152 #define OPINIONFLAG_STAGE3_RICHGUY 0x00400000 //4194304 #define OPINIONFLAG_STAGE4_RICHGUY 0x00800000 //8388608 #define OPINIONFLAG_STAGE1_BETTERGEAR 0x01000000 //16777216 // has a lot better gear than we do #define OPINIONFLAG_STAGE2_BETTERGEAR 0x02000000 //33554432 #define OPINIONFLAG_STAGE3_BETTERGEAR 0x04000000 //67108864 #define OPINIONFLAG_STAGE4_BETTERGEAR 0x08000000 //134217728 #define OPINIONFLAG_STAGE1_YOUMOUNTEDAGUNONMYBREASTS 0x10000000 //268435456 // used our body to rest his gun on #define OPINIONFLAG_STAGE2_YOUMOUNTEDAGUNONMYBREASTS 0x20000000 //536870912 #define OPINIONFLAG_STAGE3_YOUMOUNTEDAGUNONMYBREASTS 0x40000000 //1073741824 #define OPINIONFLAG_STAGE4_YOUMOUNTEDAGUNONMYBREASTS 0x80000000 //2147483648 // flagmask 3 #define OPINIONFLAG_STAGE1_BANDAGED 0x00000001 //1 // bandaged our wounds #define OPINIONFLAG_STAGE2_BANDAGED 0x00000002 //2 #define OPINIONFLAG_STAGE3_BANDAGED 0x00000004 //4 #define OPINIONFLAG_STAGE4_BANDAGED 0x00000008 //8 #define OPINIONFLAG_STAGE1_DRINKBUDDIES_GOOD 0x00000010 //16 // had a drink with him, he's okay. #define OPINIONFLAG_STAGE2_DRINKBUDDIES_GOOD 0x00000020 //32 #define OPINIONFLAG_STAGE3_DRINKBUDDIES_GOOD 0x00000040 //64 #define OPINIONFLAG_STAGE4_DRINKBUDDIES_GOOD 0x00000080 //128 #define OPINIONFLAG_STAGE1_DRINKBUDDIES_SUPER 0x00000100 //256 // had a drink with him, he's super okay #define OPINIONFLAG_STAGE2_DRINKBUDDIES_SUPER 0x00000200 //512 #define OPINIONFLAG_STAGE3_DRINKBUDDIES_SUPER 0x00000400 //1024 #define OPINIONFLAG_STAGE4_DRINKBUDDIES_SUPER 0x00000800 //2048 #define OPINIONFLAG_STAGE1_DRINKBUDDIES_BAD 0x00001000 //4096 // had a drink with him, don't like him #define OPINIONFLAG_STAGE2_DRINKBUDDIES_BAD 0x00002000 //8192 #define OPINIONFLAG_STAGE3_DRINKBUDDIES_BAD 0x00004000 //16384 #define OPINIONFLAG_STAGE4_DRINKBUDDIES_BAD 0x00008000 //32768 #define OPINIONFLAG_STAGE1_DRINKBUDDIES_WORSE 0x00010000 //65536 // had a drink with him, and I REALLY don't like him now #define OPINIONFLAG_STAGE2_DRINKBUDDIES_WORSE 0x00020000 //131072 #define OPINIONFLAG_STAGE3_DRINKBUDDIES_WORSE 0x00040000 //262144 #define OPINIONFLAG_STAGE4_DRINKBUDDIES_WORSE 0x00080000 //524288 #define OPINIONFLAG_STAGE1_AGAINST_US 0x00100000 //1048576 // was against us in dialogue #define OPINIONFLAG_STAGE2_AGAINST_US 0x00200000 //2097152 #define OPINIONFLAG_STAGE3_AGAINST_US 0x00400000 //4194304 #define OPINIONFLAG_STAGE4_AGAINST_US 0x00800000 //8388608 #define OPINIONFLAG_STAGE1_FOR_US 0x01000000 //16777216 // other guy was for us in dialogue #define OPINIONFLAG_STAGE2_FOR_US 0x02000000 //33554432 #define OPINIONFLAG_STAGE3_FOR_US 0x04000000 //67108864 #define OPINIONFLAG_STAGE4_FOR_US 0x08000000 //134217728 #define OPINIONFLAG_STAGE1_AGAINST_ENEMY 0x10000000 //268435456 // was against our dialogue enemy in dialogue #define OPINIONFLAG_STAGE2_AGAINST_ENEMY 0x20000000 //536870912 #define OPINIONFLAG_STAGE3_AGAINST_ENEMY 0x40000000 //1073741824 #define OPINIONFLAG_STAGE4_AGAINST_ENEMY 0x80000000 //2147483648 // flagmask 4 #define OPINIONFLAG_STAGE1_FOR_ENEMY 0x00000001 //1 // was for our dialogue enemy in dialogue #define OPINIONFLAG_STAGE2_FOR_ENEMY 0x00000002 //2 #define OPINIONFLAG_STAGE3_FOR_ENEMY 0x00000004 //4 #define OPINIONFLAG_STAGE4_FOR_ENEMY 0x00000008 //8 #define OPINIONFLAG_STAGE1_SOLVECONFLICT_REASON_GOOD 0x00000010 //16 // attempted to solve the conflict reasonably, and we thought that was good #define OPINIONFLAG_STAGE2_SOLVECONFLICT_REASON_GOOD 0x00000020 //32 #define OPINIONFLAG_STAGE3_SOLVECONFLICT_REASON_GOOD 0x00000040 //64 #define OPINIONFLAG_STAGE4_SOLVECONFLICT_REASON_GOOD 0x00000080 //128 #define OPINIONFLAG_STAGE1_SOLVECONFLICT_REASON_BAD 0x00000100 //256 // attempted to solve the conflict reasonably, and we thought that was bad #define OPINIONFLAG_STAGE2_SOLVECONFLICT_REASON_BAD 0x00000200 //512 #define OPINIONFLAG_STAGE3_SOLVECONFLICT_REASON_BAD 0x00000400 //1024 #define OPINIONFLAG_STAGE4_SOLVECONFLICT_REASON_BAD 0x00000800 //2048 #define OPINIONFLAG_STAGE1_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00001000 //4096 // attempted to solve the conflict agressively, and we thought that was good #define OPINIONFLAG_STAGE2_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00002000 //8192 #define OPINIONFLAG_STAGE3_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00004000 //16384 #define OPINIONFLAG_STAGE4_SOLVECONFLICT_AGGRESSIVE_GOOD 0x00008000 //32768 #define OPINIONFLAG_STAGE1_SOLVECONFLICT_AGGRESSIVE_BAD 0x00010000 //65536 // attempted to solve the conflict agressively, and we thought that was bad #define OPINIONFLAG_STAGE2_SOLVECONFLICT_AGGRESSIVE_BAD 0x00020000 //131072 #define OPINIONFLAG_STAGE3_SOLVECONFLICT_AGGRESSIVE_BAD 0x00040000 //262144 #define OPINIONFLAG_STAGE4_SOLVECONFLICT_AGGRESSIVE_BAD 0x00080000 //524288 #define OPINIONFLAG_STAGE1_DISEASE_DISGUSTING 0x00100000 //1048576 // is diseased, which we find disgusting #define OPINIONFLAG_STAGE2_DISEASE_DISGUSTING 0x00200000 //2097152 #define OPINIONFLAG_STAGE3_DISEASE_DISGUSTING 0x00400000 //4194304 #define OPINIONFLAG_STAGE4_DISEASE_DISGUSTING 0x00800000 //8388608 #define OPINIONFLAG_STAGE1_DISEASE_TREATMENT 0x01000000 //16777216 // treated our disease, which we like #define OPINIONFLAG_STAGE2_DISEASE_TREATMENT 0x02000000 //33554432 #define OPINIONFLAG_STAGE3_DISEASE_TREATMENT 0x04000000 //67108864 #define OPINIONFLAG_STAGE4_DISEASE_TREATMENT 0x08000000 //134217728 #define OPINIONFLAG_STAGE1_BRUTAL_GOOD 0x10000000 //268435456 // other guy killed someone in a brutal fashion, and we like that #define OPINIONFLAG_STAGE2_BRUTAL_GOOD 0x20000000 //536870912 #define OPINIONFLAG_STAGE3_BRUTAL_GOOD 0x40000000 //1073741824 #define OPINIONFLAG_STAGE4_BRUTAL_GOOD 0x80000000 //2147483648 // flagmask 5 #define OPINIONFLAG_STAGE1_BRUTAL_BAD 0x00000001 //1 // other guy killed someone in a brutal fashion, and we dislike that #define OPINIONFLAG_STAGE2_BRUTAL_BAD 0x00000002 //2 #define OPINIONFLAG_STAGE3_BRUTAL_BAD 0x00000004 //4 #define OPINIONFLAG_STAGE4_BRUTAL_BAD 0x00000008 //8 #define OPINIONFLAG_STAGE1_TEACHER 0x00000010 //16 // other guy taught us and we are grateful #define OPINIONFLAG_STAGE2_TEACHER 0x00000020 //32 #define OPINIONFLAG_STAGE3_TEACHER 0x00000040 //64 #define OPINIONFLAG_STAGE4_TEACHER 0x00000080 //128 #define OPINIONFLAG_STAGE1_BESTCOMMANDEREVER 0x00000100 //256 // this guy lead our team to a magnificent victory #define OPINIONFLAG_STAGE2_BESTCOMMANDEREVER 0x00000200 //512 #define OPINIONFLAG_STAGE3_BESTCOMMANDEREVER 0x00000400 //1024 #define OPINIONFLAG_STAGE4_BESTCOMMANDEREVER 0x00000800 //2048 #define OPINIONFLAG_STAGE1_BATTLE_SAVIOUR 0x00001000 //4096 // other guy saved us in a firefight #define OPINIONFLAG_STAGE2_BATTLE_SAVIOUR 0x00002000 //8192 #define OPINIONFLAG_STAGE3_BATTLE_SAVIOUR 0x00004000 //16384 #define OPINIONFLAG_STAGE4_BATTLE_SAVIOUR 0x00008000 //32768 #define OPINIONFLAG_STAGE1_FRAGTHIEF 0x00010000 //65536 // other guy stole our kill #define OPINIONFLAG_STAGE2_FRAGTHIEF 0x00020000 //131072 #define OPINIONFLAG_STAGE3_FRAGTHIEF 0x00040000 //262144 #define OPINIONFLAG_STAGE4_FRAGTHIEF 0x00080000 //524288 #define OPINIONFLAG_STAGE1_BATTLE_ASSIST 0x00100000 //1048576 // other guy assisted us in battle #define OPINIONFLAG_STAGE2_BATTLE_ASSIST 0x00200000 //2097152 #define OPINIONFLAG_STAGE3_BATTLE_ASSIST 0x00400000 //4194304 #define OPINIONFLAG_STAGE4_BATTLE_ASSIST 0x00800000 //8388608 #define OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER 0x01000000 //16777216 // other guy chose to take prisoners instead of killing the enemy #define OPINIONFLAG_STAGE2_BATTLE_TOOK_PRISONER 0x02000000 //33554432 #define OPINIONFLAG_STAGE3_BATTLE_TOOK_PRISONER 0x04000000 //67108864 #define OPINIONFLAG_STAGE4_BATTLE_TOOK_PRISONER 0x08000000 //134217728 #define OPINIONFLAG_STAGE1_CIV_ATTACKER 0x10000000 //268435456 // other guy attacks a non-hostile civilian #define OPINIONFLAG_STAGE2_CIV_ATTACKER 0x20000000 //536870912 #define OPINIONFLAG_STAGE3_CIV_ATTACKER 0x40000000 //1073741824 #define OPINIONFLAG_STAGE4_CIV_ATTACKER 0x80000000 //2147483648 #define OPINIONFLAG_STAGE1_ALL 0x11111111 // flags of all first stages, used when rolling over #define OPINIONFLAG_STAGE4_ALL 0x88888888 // flags of all final stages, used when rolling over // ---------------------------------------------------------------- // we have several 'roles' in a dialogue for now: // victim - a merc initiating dialogue because an event has happened to him (can also be a positive thing) // cause - the merc that caused the event through his behaviour // interjector - an person that is neither victim nor cause and attemtps to solve the situation, the player can control his/her actions // speaker - whoever speaks the current line, for no one of the above typedef enum { // opinion event has occured and a merc points that out to ... DOST_VICTIM_INITIATE, // victim begins dialogue DOST_VICTIM_TO_INTERJECTOR_DENY, // victim denies what interjector said DOST_VICTIM_TO_INTERJECTOR_AGREE, // victim agrees what interjector said DOST_CAUSE_TO_VICTIM_DENY, // cause denies victim's accusation DOST_CAUSE_TO_VICTIM_AGREE, // cause accepts responsibility to victim DOST_CAUSE_TO_INTERJECTOR_DENY, // cause denies what interjector said DOST_CAUSE_TO_INTERJECTOR_AGREE, // cause agrees what interjector said DOST_INTERJECTOR_DIALOGUESELECTION, // special: creates the interjector dialogue selection DOST_INTERJECTOR_TO_VICTIM_DENY, // interjector denies victim's accusation DOST_INTERJECTOR_TO_VICTIM_AGREE, // interjectorinterjector agrees to victim that cause is to blame DOST_INTERJECTOR_TO_CAUSE_DENY, // interjector denies victim denial DOST_INTERJECTOR_TO_CAUSE_AGREE, // interjector agrees that victim is not to blame DOST_INTERJECTOR_SOLVE_REASON, // interjector tries to solve the situation peacefully DOST_INTERJECTOR_SOLVE_AGGRESSIVE, // interjector tries to solve the situation aggressively DOST_INTERJECTOR_NOTHING, // interjector decides to say nothing DOST_SIDEWITH_VICTIM, // another person sides with victim DOST_SIDEWITH_CAUSE, // another person sides with cause DOST_MAX, } DynamicOpinionSpeechType; // the different choices we can take when selecting what approach to use in dialogue enum { DOST_CHOICE_NOTHING = 0, DOST_CHOICE_SIDEWITH_VICTIM, DOST_CHOICE_SIDEWITH_CAUSE, DOST_CHOICE_REASON, DOST_CHOICE_AGGRESSIVE, DOST_CHOICE_MAX }; enum { DOST_POSITION_LEFT, DOST_POSITION_RIGHT, DOST_POSITION_MIDDLE, }; enum { DOST_PRIORITY_LOW, // can be handled hours later if needed DOST_PRIORITY_NORMAL, // normal priority DOST_PRIORITY_HIGH, // urgent, handle as soon as possible DOST_PRIORITY_MAX }; typedef struct OpinionEvent { OpinionEvent( ) : ubEventId( 0 ), ubProfileComplainant( NO_PROFILE ), ubProfileCause( NO_PROFILE ), usSector( 0 ) {} UINT8 ubEventId; // the dynamic opinion event this is all about UINT8 ubProfileComplainant; // the merc who started this dialogue by complaining UINT8 ubProfileCause; // the merc who caused the event UINT8 usSector; // sector of incident } OpinionEvent; #define DOST_INTERJECTORS_MAX 4 typedef struct DynamicOpinionSpeechEvent_EventData { DynamicOpinionSpeechEvent_EventData( ) : event( ), usId( 0 ), usPriority( 0 ), ubProfileINTERJECTOR( NO_PROFILE ) {} OpinionEvent event; // the event that this is all about UINT16 usId; // id that signifies wether dialogue belongs to this event or another one UINT8 usPriority; // priority of event, used when determining which event will be handled next // other mercs an interfere in the dialogue UINT8 ubProfileINTERJECTOR; // if an INTERJECTOR tries to solve the situation, it'll be this guy // several other mercs can agree with either cause or complainant. Most of the time, these guys will have similar events at the time, which will simply be merged // the goal is to have less dialogue events while making them somewhat deeper UINT8 ubProfileSideCause[DOST_INTERJECTORS_MAX]; UINT8 ubProfileSideComplainant[DOST_INTERJECTORS_MAX]; } DynamicOpinionSpeechEvent_EventData; typedef struct DynamicOpinionSpeechEvent { DynamicOpinionSpeechEvent( ) : data( ), usStarttime( 0 ), ubEventType( DOST_INTERJECTOR_NOTHING ), usQueueNumber( 0 ), usSpeaker( NO_PROFILE ), usSide( DOST_POSITION_LEFT ), usNumonside( 0 ) {} DynamicOpinionSpeechEvent_EventData data; UINT32 usStarttime; // time this dialogue should be displayed UINT8 ubEventType; // kind of speech event (from DynamicOpinionSpeechType) UINT8 usQueueNumber; // number of this dialogue bit in the event's queue UINT8 usSpeaker; // the merc who says this UINT8 usSide; // side with ubProfileComplainant (DOST_POSITION_LEFT), ubProfileCause (DOST_POSITION_RIGHT) or stay neutral (DOST_POSITION_MIDDLE) UINT8 usNumonside; // this argument is the x'th on this side UINT8 usFiller[3]; // to appease the petty gods of padding AGAIN } DynamicOpinionSpeechEvent; void CleanDynamicOpinionSpeechEvents( ); void AddDynamicOpinionEvent_New( OpinionEvent aEvent ); void AddDynamicOpinionEvent_Continue( DynamicOpinionSpeechEvent aEvent ); void CreateSpeechEventsFromDynamicOpinionEvent( DynamicOpinionSpeechEvent aEvent ); void HandleDynamicOpinionSpeechEvents( ); void StartDynamicOpinionDialogue( ); void PerformPossibleDynamicOpinionEventMerges( ); BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEvent ); INT8 GetSidePosition( UINT8 aDostPosition ); BOOLEAN DynamicOpinionSpeechInProgress( ); void SetfDynamicOpinionSpeechInProgress( BOOLEAN aVal ); BOOLEAN SaveDynamicDialogue( HWFILE hwFile ); BOOLEAN LoadDynamicDialogue( HWFILE hwFile ); // modify usProfileA's opinion of usProfileB because of usEvent void AddOpinionEvent( UINT16 usProfileA, UINT16 usProfileB, UINT8 usEvent, BOOLEAN fStartDialogue = TRUE ); // get usProfileA's opinion of usProfileB on one of the last 4 days INT8 GetDynamicOpinionDay( UINT8 usProfileA, UINT8 usProfileB, UINT8 usDay ); // get usProfileA's opinion of usProfileB concerning usEvent INT8 GetDynamicOpinion( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent ); // daily rollover of opinions void HandleDynamicOpinionsDailyRefresh( ); // a day has passed, 'age' opinions void RolloverDynamicOpinions( UINT8 usProfileA ); // check wether other people are friends with someone else we hate. All persons must be in Arulco void CheckForFriendsofHated( SOLDIERTYPE* pSoldier ); void HandleDynamicOpinionOnContractExtension( UINT8 ubCode, UINT8 usProfile ); // depending on what happened in the battle, our mercs might complain or celebrate void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon ); void HandleDynamicOpinionRetreat( ); void HandleDynamicOpinionTeamDrinking( SOLDIERTYPE* pSoldier ); void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat ); // some events require a 'leader' - merc the team will regard as the one being in charge, and subsequently being praised or damned for the way things develop UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier ); SoldierID GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ ); // get id of a random merc in a sector, provided one exists UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector aTaboo, BOOLEAN fImpOnly ); UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8 usProfileCause ); UINT8 HighestInventoryCoolness( SOLDIERTYPE* pSoldier ); void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN fOffender, BOOLEAN fStartDialogue ); #endif