#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else #include "builddefines.h" #include #include "Types.h" #include "civ quotes.h" #include "mousesystem.h" #include "strategicmap.h" #include "WCheck.h" #include "FileMan.h" #include "encrypted file.h" #include "MessageBoxScreen.h" #include "Queen Command.h" #include "Overhead.h" #include "render dirty.h" #include "merctextbox.h" #include "ai.h" #include "Text.h" #include "screenids.h" #include "Animation Data.h" #include "Video.h" #include "Font Control.h" #include "message.h" #include "local.h" #include "renderworld.h" #include "Interface.h" #include "cursors.h" #include "Dialogue Control.h" #include "Quests.h" #include "Strategic Town Loyalty.h" #include "NPC.h" #include "Strategic Mines.h" #include "Random.h" #endif #include "connect.h" #define DIALOGUE_DEFAULT_WIDTH 200 #define EXTREAMLY_LOW_TOWN_LOYALTY 20 #define HIGH_TOWN_LOYALTY 80 #define CIV_QUOTE_HINT 99 extern void CaptureTimerCallback( void ); BOOLEAN gfSurrendered = FALSE; //-------------------------------------------------------------- //Not used typedef struct { UINT16 ubNumEntries; UINT16 ubUnusedCurrentEntry; //Unused } CIV_QUOTE; CIV_QUOTE gCivQuotes[ NUM_CIV_QUOTES]; //Not used UINT16 gubNumEntries[ NUM_CIV_QUOTES ] = // Not used { 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 5, 5, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 2, 15, 15, 10, 10, 5, 3, 10, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; //-------------------------------------------------------------- typedef struct { BOOLEAN bActive; MOUSE_REGION MouseRegion; INT32 iVideoOverlay; INT32 iDialogueBox; UINT32 uiTimeOfCreation; UINT32 uiDelayTime; SOLDIERTYPE * pCiv; } QUOTE_SYSTEM_STRUCT; QUOTE_SYSTEM_STRUCT gCivQuoteData; CHAR16 gzCivQuote[ 320 ]; UINT16 gusCivQuoteBoxWidth; UINT16 gusCivQuoteBoxHeight; //-------------------------------------------------------------- void CopyNumEntriesIntoQuoteStruct( ) // Not used { INT32 cnt; for ( cnt = 0; cnt < NUM_CIV_QUOTES; cnt++ ) { if (cnt <= 50) gCivQuotes[ cnt ].ubNumEntries = gubNumEntries[ cnt ]; else gCivQuotes[ cnt ].ubNumEntries = 15; } } //-------------------------------------------------------------- BOOLEAN GetCivQuoteText(UINT16 ubCivQuoteID, UINT16 ubEntryID, STR16 zQuote ) { CHAR8 zFileName[164]; // Build filename.... if ( ubCivQuoteID == CIV_QUOTE_HINT ) { if ( gbWorldSectorZ > 0 ) { //sprintf( zFileName, "NPCData\\miners.edt" ); sprintf( zFileName,"NPCDATA\\CIV%02d.edt", CIV_QUOTE_MINERS_NOT_FOR_PLAYER ); } else { sprintf( zFileName, "NPCData\\%c%d.edt", 'A' + (gWorldSectorY - 1) , gWorldSectorX ); } } else { if (ubCivQuoteID <= 9) sprintf( zFileName,"NPCDATA\\CIV%02d.edt",ubCivQuoteID ); else sprintf( zFileName,"NPCDATA\\CIV%d.edt",ubCivQuoteID ); } CHECKF( FileExists( zFileName ) ); // Get data... LoadEncryptedDataFromFile( zFileName, zQuote, ubEntryID * 320, 320 ); if( zQuote[0] == 0 ) { return( FALSE ); } return( TRUE ); } void SurrenderMessageBoxCallBack( UINT8 ubExitValue ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; if ( ubExitValue == MSG_BOX_RETURN_YES ) { // CJC Dec 1 2002: fix multiple captures BeginCaptureSquence(); // Do capture.... cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++) { // Are we active and in sector..... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { if ( pTeamSoldier->stats.bLife != 0 ) { EnemyCapturesPlayerSoldier( pTeamSoldier ); RemoveSoldierFromTacticalSector( pTeamSoldier, TRUE ); } } } EndCaptureSequence( ); gfSurrendered = TRUE; SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE ); ActionDone( gCivQuoteData.pCiv ); } else { ActionDone( gCivQuoteData.pCiv ); } } void ShutDownQuoteBox( BOOLEAN fForce ) { if ( !gCivQuoteData.bActive ) { return; } // Check for min time.... if ( ( GetJA2Clock( ) - gCivQuoteData.uiTimeOfCreation ) > 300 || fForce ) { RemoveVideoOverlay( gCivQuoteData.iVideoOverlay ); // Remove mouse region... MSYS_RemoveRegion( &(gCivQuoteData.MouseRegion) ); RemoveMercPopupBoxFromIndex( gCivQuoteData.iDialogueBox ); gCivQuoteData.iDialogueBox = -1; gCivQuoteData.bActive = FALSE; // do we need to do anything at the end of the civ quote? if ( gCivQuoteData.pCiv && gCivQuoteData.pCiv->aiData.bAction == AI_ACTION_OFFER_SURRENDER ) { // Haydent if(!is_networked) { DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SURRENDER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurrenderMessageBoxCallBack, NULL ); } else { ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[39] ); ActionDone( gCivQuoteData.pCiv ); } } } } BOOLEAN ShutDownQuoteBoxIfActive( ) { if ( gCivQuoteData.bActive ) { ShutDownQuoteBox( TRUE ); return( TRUE ); } return( FALSE ); } INT8 GetCivType( SOLDIERTYPE *pCiv ) { if ( pCiv->ubProfile != NO_PROFILE ) { return( CIV_TYPE_NA ); } // ATE: Check if this person is married..... // 1 ) check sector.... if ( gWorldSectorX == 10 && gWorldSectorY == 6 && gbWorldSectorZ == 0 ) { // 2 ) the only female.... if ( pCiv->ubCivilianGroup == 0 && pCiv->bTeam != gbPlayerNum && pCiv->ubBodyType == REGFEMALE ) { // She's a ho! return( CIV_TYPE_MARRIED_PC ); } } // OK, look for enemy type - MUST be on enemy team, merc bodytype if ( pCiv->bTeam == ENEMY_TEAM && IS_MERC_BODY_TYPE( pCiv ) ) { return( CIV_TYPE_ENEMY ); } if ( pCiv->bTeam != CIV_TEAM && pCiv->bTeam != MILITIA_TEAM ) { return( CIV_TYPE_NA ); } switch( pCiv->ubBodyType ) { case REGMALE: case BIGMALE: case STOCKYMALE: case REGFEMALE: case FATCIV: case MANCIV: case MINICIV: case DRESSCIV: case CRIPPLECIV: return( CIV_TYPE_ADULT ); break; case ADULTFEMALEMONSTER: case AM_MONSTER: case YAF_MONSTER: case YAM_MONSTER: case LARVAE_MONSTER: case INFANT_MONSTER: case QUEENMONSTER: return( CIV_TYPE_NA ); case HATKIDCIV: case KIDCIV: return( CIV_TYPE_KID ); default: return( CIV_TYPE_NA ); } //return( CIV_TYPE_NA ); // not needed when there is a default! (jonathanl) } void RenderCivQuoteBoxOverlay( VIDEO_OVERLAY *pBlitter ) { if ( gCivQuoteData.iVideoOverlay != -1 ) { RenderMercPopUpBoxFromIndex( gCivQuoteData.iDialogueBox, pBlitter->sX, pBlitter->sY, pBlitter->uiDestBuff ); InvalidateRegion( pBlitter->sX, pBlitter->sY, pBlitter->sX + gusCivQuoteBoxWidth, pBlitter->sY + gusCivQuoteBoxHeight ); } } void QuoteOverlayClickCallback( MOUSE_REGION * pRegion, INT32 iReason ) { static BOOLEAN fLButtonDown = FALSE; if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { fLButtonDown = TRUE; } if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP && fLButtonDown ) { // Shutdown quote box.... ShutDownQuoteBox( FALSE ); } else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { fLButtonDown = FALSE; } } void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, INT16 sX, INT16 sY ) { VIDEO_OVERLAY_DESC VideoOverlayDesc; CHAR16 zQuote[ 320 ]; // OK, do we have another on? if ( gCivQuoteData.bActive ) { // Delete? ShutDownQuoteBox( TRUE ); } // get text if ( !GetCivQuoteText( ubCivQuoteID, ubEntryID, zQuote ) ) { return; } #ifdef TAIWANESE swprintf( gzCivQuote, L"%s", zQuote ); #else swprintf( gzCivQuote, L"\"%s\"", zQuote ); #endif if ( ubCivQuoteID == CIV_QUOTE_HINT ) { MapScreenMessage( FONT_MCOLOR_WHITE, MSG_DIALOG, L"%s", gzCivQuote ); } // Create video oeverlay.... memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) ); //never use it anymore //SET_USE_WINFONTS( TRUE ); //SET_WINFONT( giSubTitleWinFont ); // Prepare text box gCivQuoteData.iDialogueBox = PrepareMercPopupBox( gCivQuoteData.iDialogueBox , BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gzCivQuote, DIALOGUE_DEFAULT_WIDTH, 0, 0, 0, &gusCivQuoteBoxWidth, &gusCivQuoteBoxHeight ); //SET_USE_WINFONTS( FALSE ); // OK, find center for box...... sX = sX - ( gusCivQuoteBoxWidth / 2 ); sY = sY - ( gusCivQuoteBoxHeight / 2 ); // OK, limit to screen...... { if ( sX < 0 ) { sX = 0; } // CHECK FOR LEFT/RIGHT if ( ( sX + gusCivQuoteBoxWidth ) > SCREEN_WIDTH ) { sX = SCREEN_WIDTH - gusCivQuoteBoxWidth; } // Now check for top if ( sY < gsVIEWPORT_WINDOW_START_Y ) { sY = gsVIEWPORT_WINDOW_START_Y; } // Check for bottom if ( ( sY + gusCivQuoteBoxHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT)) { sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gusCivQuoteBoxHeight; } } VideoOverlayDesc.sLeft = sX; VideoOverlayDesc.sTop = sY; VideoOverlayDesc.sRight = VideoOverlayDesc.sLeft + gusCivQuoteBoxWidth; VideoOverlayDesc.sBottom = VideoOverlayDesc.sTop + gusCivQuoteBoxHeight; VideoOverlayDesc.sX = VideoOverlayDesc.sLeft; VideoOverlayDesc.sY = VideoOverlayDesc.sTop; VideoOverlayDesc.BltCallback = RenderCivQuoteBoxOverlay; gCivQuoteData.iVideoOverlay = RegisterVideoOverlay( 0, &VideoOverlayDesc ); //Define main region MSYS_DefineRegion( &(gCivQuoteData.MouseRegion), VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, QuoteOverlayClickCallback ); // Add region MSYS_AddRegion( &(gCivQuoteData.MouseRegion) ); gCivQuoteData.bActive = TRUE; gCivQuoteData.uiTimeOfCreation = GetJA2Clock( ); gCivQuoteData.uiDelayTime = FindDelayForString( gzCivQuote ) + 500; gCivQuoteData.pCiv = pCiv; } UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLEAN fCanUseHints ) { UINT8 ubCivType; INT8 bTownId; BOOLEAN bCivLowLoyalty = FALSE; BOOLEAN bCivHighLoyalty = FALSE; INT8 bCivHint; INT8 bMineId; BOOLEAN bMiners = FALSE; UINT16 iCounter2; UINT16 FileEDTQUoteID; (*pubCivHintToUse) = 0; ubCivType = GetCivType( pCiv ); for( iCounter2 = NON_CIV_GROUP; iCounter2 < NUM_CIV_GROUPS; iCounter2++ ) { if (pCiv->ubCivilianGroup > QUEENS_CIV_GROUP && pCiv->ubCivilianGroup == iCounter2) { if ( pCiv->aiData.bNeutral ) { return( FileEDTQUoteID = iCounter2*2 +10); } else { return( FileEDTQUoteID = iCounter2*2 + 11); } } } if ( ubCivType == CIV_TYPE_ENEMY ) { // Determine what type of quote to say... // Are are we going to attack? if ( pCiv->aiData.bAction == AI_ACTION_TOSS_PROJECTILE || pCiv->aiData.bAction == AI_ACTION_FIRE_GUN || pCiv->aiData.bAction == AI_ACTION_FIRE_GUN || pCiv->aiData.bAction == AI_ACTION_KNIFE_MOVE ) { return( CIV_QUOTE_ENEMY_THREAT ); } else if ( pCiv->aiData.bAction == AI_ACTION_OFFER_SURRENDER ) { return( CIV_QUOTE_ENEMY_OFFER_SURRENDER ); } // Hurt? else if ( pCiv->stats.bLife < 30 ) { return( CIV_QUOTE_ENEMY_HURT ); } // elite? else if ( pCiv->ubSoldierClass == SOLDIER_CLASS_ELITE ) { return( CIV_QUOTE_ENEMY_ELITE ); } else { return( CIV_QUOTE_ENEMY_ADMIN ); } } // Are we in a town sector? // get town id bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY ); // If a married PC... if ( ubCivType == CIV_TYPE_MARRIED_PC ) { return( CIV_QUOTE_PC_MARRIED ); } // CIV GROUPS FIRST! // Hicks..... if ( pCiv->ubCivilianGroup == HICKS_CIV_GROUP ) { // Are they friendly? //if ( gTacticalStatus.fCivGroupHostile[ HICKS_CIV_GROUP ] < CIV_GROUP_WILL_BECOME_HOSTILE ) if ( pCiv->aiData.bNeutral ) { return( CIV_QUOTE_HICKS_FRIENDLY ); } else { return( CIV_QUOTE_HICKS_ENEMIES ); } } // Goons..... if ( pCiv->ubCivilianGroup == KINGPIN_CIV_GROUP ) { // Are they friendly? //if ( gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] < CIV_GROUP_WILL_BECOME_HOSTILE ) if ( pCiv->aiData.bNeutral ) { return( CIV_QUOTE_GOONS_FRIENDLY ); } else { return( CIV_QUOTE_GOONS_ENEMIES ); } } // ATE: Cowering people take precedence.... if ( ( pCiv->flags.uiStatusFlags & SOLDIER_COWERING ) || ( pCiv->bTeam == CIV_TEAM && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) { if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_COWER ); } else { return( CIV_QUOTE_KIDS_COWER ); } } // Kid slaves... if ( pCiv->ubCivilianGroup == FACTORY_KIDS_GROUP ) { // Check fact..... if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) || !CheckFact( FACT_DOREEN_ALIVE, 0 ) ) { return( CIV_QUOTE_KID_SLAVES_FREE ); } else { return( CIV_QUOTE_KID_SLAVES ); } } // BEGGERS if ( pCiv->ubCivilianGroup == BEGGARS_CIV_GROUP ) { // Check if we are in a town... if( bTownId != BLANK_SECTOR && gbWorldSectorZ == 0 ) { if ( bTownId == SAN_MONA && ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_SAN_MONA_BEGGERS ); } } // DO normal beggers... if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_BEGGING ); } else { return( CIV_QUOTE_KIDS_BEGGING ); } } // REBELS if ( pCiv->ubCivilianGroup == REBEL_CIV_GROUP ) { // DO normal beggers... if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_REBELS ); } else { return( CIV_QUOTE_KIDS_REBELS ); } } // Do miltitia... if ( pCiv->bTeam == MILITIA_TEAM ) { // Different types.... if ( pCiv->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA ) { return( CIV_QUOTE_GREEN_MILITIA ); } if ( pCiv->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA ) { return( CIV_QUOTE_MEDIUM_MILITIA ); } if ( pCiv->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA ) { return( CIV_QUOTE_ELITE_MILITIA ); } } // If we are in medunna, and queen is dead, use these... if ( bTownId == MEDUNA && CheckFact( FACT_QUEEN_DEAD, 0 ) ) { return( CIV_QUOTE_DEIDRANNA_DEAD ); } // if in a town if( ( bTownId != BLANK_SECTOR ) && ( gbWorldSectorZ == 0 ) && gfTownUsesLoyalty[ bTownId ] ) { // Check loyalty special quotes..... // EXTREMELY LOW TOWN LOYALTY... if ( gTownLoyalty[ bTownId ].ubRating < EXTREAMLY_LOW_TOWN_LOYALTY ) { bCivLowLoyalty = TRUE; } // HIGH TOWN LOYALTY... if ( gTownLoyalty[ bTownId ].ubRating >= HIGH_TOWN_LOYALTY ) { bCivHighLoyalty = TRUE; } } // ATE: OK, check if we should look for a civ hint.... if ( fCanUseHints ) { bCivHint = ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); } else { bCivHint = -1; } // ATE: check miners...... if ( pCiv->ubSoldierClass == SOLDIER_CLASS_MINER ) { bMiners = TRUE; // If not a civ hint available... if ( bCivHint == -1 ) { // Check if they are under our control... // Should I go talk to miner? // Not done yet. // Are they working for us? bMineId = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); if ( PlayerControlsMine( bMineId ) ) { return( CIV_QUOTE_MINERS_FOR_PLAYER ); } else { return( CIV_QUOTE_MINERS_NOT_FOR_PLAYER ); } } } // Is one availible? // If we are to say low loyalty, do chance if ( bCivHint != -1 && bCivLowLoyalty && !bMiners ) { if ( Random( 100 ) < 25 ) { // Get rid of hint... bCivHint = -1; } } // Say hint if availible... if ( bCivHint != -1 ) { if ( ubCivType == CIV_TYPE_ADULT ) { (*pubCivHintToUse) = bCivHint; // Set quote as used... ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE ); // retrun value.... return( CIV_QUOTE_HINT ); } } if ( bCivLowLoyalty ) { if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_EXTREMLY_LOW_LOYALTY ); } else { return( CIV_QUOTE_KIDS_EXTREMLY_LOW_LOYALTY ); } } if ( bCivHighLoyalty ) { if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_HIGH_LOYALTY ); } else { return( CIV_QUOTE_KIDS_HIGH_LOYALTY ); } } // All purpose quote here.... if ( ubCivType == CIV_TYPE_ADULT ) { return( CIV_QUOTE_ADULTS_ALL_PURPOSE ); } else { return( CIV_QUOTE_KIDS_ALL_PURPOSE ); } } void HandleCivQuote( ) { if ( gCivQuoteData.bActive ) { // Check for min time.... if ( ( GetJA2Clock( ) - gCivQuoteData.uiTimeOfCreation ) > gCivQuoteData.uiDelayTime ) { // Stop! ShutDownQuoteBox( TRUE ); } } } void StartCivQuote( SOLDIERTYPE *pCiv ) { UINT16 ubCivQuoteID; INT16 sX, sY; UINT16 ubEntryID = 0; INT16 sScreenX, sScreenY; UINT16 ubCivHintToUse; UINT16 CivQuoteDelta = 0; UINT16 ubCivQuoteID2; UINT16 RandomVal; // ATE: Check for old quote..... // This could have been stored on last attempt... if ( pCiv->bCurrentCivQuote == CIV_QUOTE_HINT ) { // Determine which quote to say..... // CAN'T USE HINTS, since we just did one... pCiv->bCurrentCivQuote = -1; pCiv->bCurrentCivQuoteDelta = 0; ubCivQuoteID = DetermineCivQuoteEntry( pCiv, &ubCivHintToUse, FALSE ); } else { // Determine which quote to say..... ubCivQuoteID = DetermineCivQuoteEntry( pCiv, &ubCivHintToUse, TRUE ); } if (ubCivQuoteID == CIV_QUOTE_ADULTS_REBELS || ubCivQuoteID == CIV_QUOTE_KIDS_REBELS || ubCivQuoteID == CIV_QUOTE_ENEMY_OFFER_SURRENDER ) { RandomVal = 5; } else if (ubCivQuoteID == CIV_QUOTE_PC_MARRIED) { RandomVal = 2; } else if (ubCivQuoteID == CIV_QUOTE_HICKS_SEE_US_AT_NIGHT) { RandomVal = 3; } else RandomVal = 15; // Determine entry id // ATE: Try and get entry from soldier pointer.... if ( ubCivQuoteID != CIV_QUOTE_HINT ) { if ( pCiv->bCurrentCivQuote == -1 ) { // Pick random one //pCiv->bCurrentCivQuote = (INT8)Random( gCivQuotes[ ubCivQuoteID ].ubNumEntries - 2 ); ubCivQuoteID2 = Random(RandomVal-2); pCiv->bCurrentCivQuoteDelta = 0; } //ubEntryID = pCiv->bCurrentCivQuote + pCiv->bCurrentCivQuoteDelta; ubEntryID = ubCivQuoteID2 + pCiv->bCurrentCivQuoteDelta; } else { ubEntryID =ubCivHintToUse; // ATE: set value for quote ID..... //pCiv->bCurrentCivQuote = ubCivQuoteID; ubCivQuoteID2 = ubCivQuoteID; CivQuoteDelta = ubEntryID; //pCiv->bCurrentCivQuoteDelta = ubEntryID; } // Determine location... // Get location of civ on screen..... GetSoldierScreenPos( pCiv, &sScreenX, &sScreenY ); sX = sScreenX; sY = sScreenY; // begin quote BeginCivQuote( pCiv, ubCivQuoteID, ubEntryID, sX, sY ); // Increment use if ( ubCivQuoteID != CIV_QUOTE_HINT ) { //pCiv->bCurrentCivQuoteDelta++; CivQuoteDelta++; /* if ( pCiv->bCurrentCivQuoteDelta == 2 ) { pCiv->bCurrentCivQuoteDelta = 0; } */ if ( CivQuoteDelta == 2 ) { CivQuoteDelta = 0; } } } void InitCivQuoteSystem( ) { memset( &gCivQuotes, 0, sizeof( gCivQuotes ) ); //Not used memset( &gCivQuoteData, 0, sizeof( gCivQuoteData ) ); gCivQuoteData.bActive = FALSE; gCivQuoteData.iVideoOverlay = -1; gCivQuoteData.iDialogueBox = -1; } //-------------------------------------------------------------- //is allowed remove. Not used and remove from SaveLoadGame.cpp. BOOLEAN SaveCivQuotesToSaveGameFile( HWFILE hFile ) { UINT32 uiNumBytesWritten; FileWrite( hFile, &gCivQuotes, sizeof( gCivQuotes), &uiNumBytesWritten ); if( uiNumBytesWritten != sizeof( gCivQuotes ) ) { return( FALSE ); } return( TRUE ); } //is allowed remove. Not used and remove from SaveLoadGame.cpp. BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile ) { UINT32 uiNumBytesRead; FileRead( hFile, &gCivQuotes, sizeof( gCivQuotes ), &uiNumBytesRead ); if( uiNumBytesRead != sizeof( gCivQuotes ) ) { return( FALSE ); } CopyNumEntriesIntoQuoteStruct( ); //Not used return( TRUE ); } //-------------------------------------------------------------- // SANDRO - soldier taunts void StartEnemyTaunt( SOLDIERTYPE *pCiv, INT8 iTauntType ) { INT16 sX, sY; UINT8 ubEntryID = 0; INT16 sScreenX, sScreenY; UINT16 iTauntNumber; STR16 sTauntText; VIDEO_OVERLAY_DESC VideoOverlayDesc; CHAR16 gzTauntQuote[ 320 ]; // if we have a different quote on, return, this one is not important if ( gCivQuoteData.bActive ) { return; } switch(iTauntType) { case TAUNT_FIRE_GUN: iTauntNumber = Random(15); sTauntText = sEnemyTauntsFireGun[iTauntNumber]; break; case TAUNT_FIRE_LAUNCHER: iTauntNumber = Random(4); sTauntText = sEnemyTauntsFireLauncher[iTauntNumber]; break; case TAUNT_THROW: iTauntNumber = Random(7); sTauntText = sEnemyTauntsThrow[iTauntNumber]; break; case TAUNT_CHARGE_KNIFE: iTauntNumber = Random(5); sTauntText = sEnemyTauntsChargeKnife[iTauntNumber]; break; case TAUNT_RUN_AWAY: iTauntNumber = Random(7); sTauntText = sEnemyTauntsRunAway[iTauntNumber]; break; case TAUNT_SEEK_NOISE: iTauntNumber = Random(4); sTauntText = sEnemyTauntsSeekNoise[iTauntNumber]; break; case TAUNT_ALERT: iTauntNumber = Random(3); sTauntText = sEnemyTauntsAlert[iTauntNumber]; break; case TAUNT_GOT_HIT: iTauntNumber = Random(7); sTauntText = sEnemyTauntsGotHit[iTauntNumber]; break; default: return; break; } // Determine location... // Get location of civ on screen..... GetSoldierScreenPos( pCiv, &sScreenX, &sScreenY ); sX = sScreenX; sY = sScreenY; #ifdef TAIWANESE swprintf( gzTauntQuote, L"%s", sTauntText ); #else swprintf( gzTauntQuote, L"\"%s\"", sTauntText ); #endif // Create video oeverlay.... memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) ); // Prepare text box gCivQuoteData.iDialogueBox = PrepareMercPopupBox( gCivQuoteData.iDialogueBox , BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gzTauntQuote, DIALOGUE_DEFAULT_WIDTH, 0, 0, 0, &gusCivQuoteBoxWidth, &gusCivQuoteBoxHeight ); // OK, find center for box...... sX = sX - ( gusCivQuoteBoxWidth / 2 ); sY = sY - ( gusCivQuoteBoxHeight / 2 ); // OK, limit to screen...... { if ( sX < 0 ) { sX = 0; } // CHECK FOR LEFT/RIGHT if ( ( sX + gusCivQuoteBoxWidth ) > SCREEN_WIDTH ) { sX = SCREEN_WIDTH - gusCivQuoteBoxWidth; } // Now check for top if ( sY < gsVIEWPORT_WINDOW_START_Y ) { sY = gsVIEWPORT_WINDOW_START_Y; } // Check for bottom if ( ( sY + gusCivQuoteBoxHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT)) { sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gusCivQuoteBoxHeight; } } VideoOverlayDesc.sLeft = sX; VideoOverlayDesc.sTop = sY; VideoOverlayDesc.sRight = VideoOverlayDesc.sLeft + gusCivQuoteBoxWidth; VideoOverlayDesc.sBottom = VideoOverlayDesc.sTop + gusCivQuoteBoxHeight; VideoOverlayDesc.sX = VideoOverlayDesc.sLeft; VideoOverlayDesc.sY = VideoOverlayDesc.sTop; VideoOverlayDesc.BltCallback = RenderCivQuoteBoxOverlay; gCivQuoteData.iVideoOverlay = RegisterVideoOverlay( 0, &VideoOverlayDesc ); //Define main region MSYS_DefineRegion( &(gCivQuoteData.MouseRegion), VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, QuoteOverlayClickCallback ); // Add region MSYS_AddRegion( &(gCivQuoteData.MouseRegion) ); gCivQuoteData.bActive = TRUE; gCivQuoteData.uiTimeOfCreation = GetJA2Clock( ); gCivQuoteData.uiDelayTime = FindDelayForString( gzCivQuote ) + 1500; gCivQuoteData.pCiv = pCiv; }