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New option TAUNT_VOICE_SHOW_INFO (FALSE by default): if true, will show debug info when playing voice taunt. Restored JA2TESTVERSION for SpreadPatternLog.txt Allow taunts from militia when using voice taunts. Don't show noise text messages from militia (if on our side). Fixed incorrect OKLIFE check in CheckStatusNearbyFriendlies(). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8743 3b4a5df2-a311-0410-b5c6-a8a6f20db521
182 lines
4.2 KiB
C
182 lines
4.2 KiB
C
#ifndef __CIV_QUOTES_H
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#define __CIV_QUOTES_H
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#include "Soldier Control.h"
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#define CIV_TYPE_NA 0
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#define CIV_TYPE_ADULT 1
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#define CIV_TYPE_KID 2
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#define CIV_TYPE_MARRIED_PC 3
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#define CIV_TYPE_ENEMY 4
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enum
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{
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CIV_QUOTE_ADULTS_BEGGING, //CIV00.EDT
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CIV_QUOTE_KIDS_BEGGING,
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CIV_QUOTE_ADULTS_RECENT_BUG_ATTACK,
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CIV_QUOTE_KIDS_RECENT_BUG_ATTACK,
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CIV_QUOTE_ADULTS_BUG_EXTERMINATED_X_TIME,
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CIV_QUOTE_KIDS_BUG_EXTERMINATED_X_TIME,
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CIV_QUOTE_ADULTS_EXTREMLY_LOW_LOYALTY,
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CIV_QUOTE_KIDS_EXTREMLY_LOW_LOYALTY,
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CIV_QUOTE_ADULTS_HIGH_LOYALTY,
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CIV_QUOTE_KIDS_HIGH_LOYALTY,
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CIV_QUOTE_ADULTS_ALL_PURPOSE, //CIV10.EDT
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CIV_QUOTE_KIDS_ALL_PURPOSE,
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CIV_QUOTE_ADULTS_LIBREATED_FIRST_TIME,
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CIV_QUOTE_KIDS_LIBREATED_FIRST_TIME,
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CIV_QUOTE_ADULTS_TOWN_TAKEN_BACK,
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CIV_QUOTE_KIDS_TOWN_TAKEN_BACK,
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CIV_QUOTE_HICKS_FRIENDLY,
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CIV_QUOTE_HICKS_ENEMIES,
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CIV_QUOTE_GOONS_FRIENDLY,
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CIV_QUOTE_GOONS_ENEMIES,
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CIV_QUOTE_ADULTS_REBELS, //CIV20.EDT
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CIV_QUOTE_KIDS_REBELS,
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CIV_QUOTE_GREEN_MILITIA,
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CIV_QUOTE_MEDIUM_MILITIA,
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CIV_QUOTE_ELITE_MILITIA,
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CIV_QUOTE_SAN_MONA_BEGGERS,
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CIV_QUOTE_ENEMY_HURT,
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CIV_QUOTE_ENEMY_ADMIN,
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CIV_QUOTE_ENEMY_THREAT,
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CIV_QUOTE_ENEMY_ELITE,
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CIV_QUOTE_ADULTS_COWER, //CIV30.EDT
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CIV_QUOTE_KIDS_COWER,
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CIV_QUOTE_PC_MARRIED,
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CIV_QUOTE_KID_SLAVES,
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CIV_QUOTE_KID_SLAVES_FREE,
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CIV_QUOTE_MINERS_NOT_FOR_PLAYER,
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CIV_QUOTE_MINERS_FOR_PLAYER,
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CIV_QUOTE_ENEMY_OFFER_SURRENDER,
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CIV_QUOTE_HICKS_SEE_US_AT_NIGHT,
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CIV_QUOTE_DEIDRANNA_DEAD,
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#ifdef JA2UB
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//40
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CIV_QUOTE__CIV_ENEMY_CAN_FIGHT,
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CIV_QUOTE__CIV_ENEMY_GENERIC,
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CIV_QUOTE__CIV_HURT,
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CIV_QUOTE__CIV_NOT_ENEMY,
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CIV_QUOTE_44,
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CIV_QUOTE_45,
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CIV_QUOTE_46,
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CIV_QUOTE_47,
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CIV_QUOTE_48,
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CIV_QUOTE_49,
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CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 990, // 500 reserved
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#else
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CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 1000, // 500 reserved
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#endif
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NUM_CIV_QUOTES
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};
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enum TAUNTTYPE//enemy taunts - SANDRO
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{
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// actions
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TAUNT_FIRE_GUN,
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TAUNT_FIRE_LAUNCHER,
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TAUNT_ATTACK_BLADE,
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TAUNT_ATTACK_HTH,
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TAUNT_THROW_KNIFE,
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TAUNT_THROW_GRENADE,
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TAUNT_OUT_OF_AMMO,
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TAUNT_RELOAD,
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TAUNT_STEAL,
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// AI routines
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TAUNT_CHARGE_BLADE,
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TAUNT_CHARGE_HTH,
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TAUNT_RUN_AWAY,
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TAUNT_SEEK_NOISE,
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TAUNT_ALERT,
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TAUNT_SUSPICIOUS,
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TAUNT_NOTICED_UNSEEN,
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TAUNT_SAY_HI,
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TAUNT_INFORM_ABOUT,
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// got_hit_xxx
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TAUNT_GOT_HIT,
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TAUNT_GOT_HIT_GUNFIRE,
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TAUNT_GOT_HIT_BLADE,
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TAUNT_GOT_HIT_HTH,
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TAUNT_GOT_HIT_FALLROOF,
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TAUNT_GOT_HIT_BLOODLOSS,
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TAUNT_GOT_HIT_EXPLOSION,
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TAUNT_GOT_HIT_GAS,
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TAUNT_GOT_HIT_TENTACLES,
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TAUNT_GOT_HIT_STRUCTURE_EXPLOSION,
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TAUNT_GOT_HIT_OBJECT,
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TAUNT_GOT_HIT_THROWING_KNIFE,
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TAUNT_GOT_DEAFENED,
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TAUNT_GOT_BLINDED,
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TAUNT_GOT_ROBBED,
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// got_missed_xxx
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TAUNT_GOT_MISSED,
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TAUNT_GOT_MISSED_GUNFIRE,
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TAUNT_GOT_MISSED_BLADE,
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TAUNT_GOT_MISSED_HTH,
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TAUNT_GOT_MISSED_THROWING_KNIFE,
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// hit_xxx
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TAUNT_HIT,
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TAUNT_HIT_GUNFIRE,
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TAUNT_HIT_BLADE,
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TAUNT_HIT_HTH,
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TAUNT_HIT_EXPLOSION,
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TAUNT_HIT_THROWING_KNIFE,
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// kill_xxx
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TAUNT_KILL,
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TAUNT_KILL_GUNFIRE,
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TAUNT_KILL_BLADE,
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TAUNT_KILL_HTH,
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TAUNT_KILL_THROWING_KNIFE,
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TAUNT_HEAD_POP,
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// miss_xxx
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TAUNT_MISS,
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TAUNT_MISS_GUNFIRE,
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TAUNT_MISS_BLADE,
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TAUNT_MISS_HTH,
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TAUNT_MISS_THROWING_KNIFE,
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// ripostes to merc quotes
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TAUNT_RIPOSTE
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};
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void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, UINT32 uiTargetID = NOBODY );
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void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget = NULL ); //enemy taunts - SANDRO // anv: added pTarget argument
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void ShowTauntPopupBox( SOLDIERTYPE *pCiv, STR16 gzTauntQuote );
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// sevenfm: voice taunts
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BOOLEAN PlayVoiceTaunt(SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget);
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void InitCivQuoteSystem( );
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void StartCivQuote( SOLDIERTYPE *pCiv );
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INT8 GetCivType( SOLDIERTYPE *pCiv );
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void HandleCivQuote( );
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BOOLEAN SaveCivQuotesToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile );
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BOOLEAN ShutDownQuoteBoxIfActive( );
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void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, INT16 sX, INT16 sY );
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void BeginChatQuote( SOLDIERTYPE *pCiv, INT16 sX, INT16 sY );
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BOOLEAN CivQuoteActive();
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#endif |