Files
source/Tactical/DynamicDialogue.h
2020-07-24 19:27:34 +00:00

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#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( UINT8 usProfileA, UINT8 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 );
UINT16 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<UINT8> 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