mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
2356 lines
58 KiB
C++
2356 lines
58 KiB
C++
#include "builddefines.h"
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#include <stdio.h>
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#include "types.h"
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#include "Civ Quotes.h"
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#include "mousesystem.h"
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#include "strategicmap.h"
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#include "WCheck.h"
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#include "FileMan.h"
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#include "Encrypted File.h"
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#include "MessageBoxScreen.h"
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#include "Queen Command.h"
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#include "Overhead.h"
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#include "Render Dirty.h"
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#include "MercTextBox.h"
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#include "ai.h"
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#include "Text.h"
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#include "screenids.h"
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#include "Animation Data.h"
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#include "video.h"
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#include "Font Control.h"
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#include "message.h"
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#include "local.h"
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#include "renderworld.h"
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#include "Interface.h"
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#include "Cursors.h"
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#include "Dialogue Control.h"
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#include "Quests.h"
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#include "Strategic Town Loyalty.h"
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#include "NPC.h"
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#include "Strategic Mines.h"
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#include "random.h"
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#include "connect.h"
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// for enemy taunts
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#include "Soldier Profile.h"
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#include "Campaign.h"
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#include "opplist.h"
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#include "Sound Control.h" // sevenfm: voice taunts
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#define DIALOGUE_DEFAULT_WIDTH 200
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#define EXTREAMLY_LOW_TOWN_LOYALTY 20
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#define HIGH_TOWN_LOYALTY 80
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#define CIV_QUOTE_HINT 99
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#define MAX_APPLICABLE_TAUNTS 512
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extern void CaptureTimerCallback( void );
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BOOLEAN gfSurrendered = FALSE;
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//--------------------------------------------------------------
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//Not used
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typedef struct
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{
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UINT16 ubNumEntries;
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UINT16 ubUnusedCurrentEntry; //Unused
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} CIV_QUOTE;
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CIV_QUOTE gCivQuotes[ NUM_CIV_QUOTES]; //Not used
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UINT16 gubNumEntries[ NUM_CIV_QUOTES ] = // Not used
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{
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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5,
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5,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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15,
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2,
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15,
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15,
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10,
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10,
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5,
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3,
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10,
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3,
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3,
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3,
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3,
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3,
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3,
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3,
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3,
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3,
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3
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};
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//--------------------------------------------------------------
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typedef struct
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{
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BOOLEAN bActive;
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MOUSE_REGION MouseRegion;
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INT32 iVideoOverlay;
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INT32 iDialogueBox;
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UINT32 uiTimeOfCreation;
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UINT32 uiDelayTime;
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SOLDIERTYPE * pCiv;
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} QUOTE_SYSTEM_STRUCT;
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QUOTE_SYSTEM_STRUCT gCivQuoteData;
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CHAR16 gzCivQuote[ 320 ];
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UINT16 gusCivQuoteBoxWidth;
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UINT16 gusCivQuoteBoxHeight;
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// anv: store times, when enemy taunt will be finished (so they won't taunt 50 times / second)
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UINT32 uiTauntFinishTimes[ TOTAL_SOLDIERS ];
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TAUNT_VALUES zApplicableTaunts[NUM_TAUNT];
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//--------------------------------------------------------------
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void CopyNumEntriesIntoQuoteStruct( ) // Not used
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{
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INT32 cnt;
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for ( cnt = 0; cnt < NUM_CIV_QUOTES; ++cnt )
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{
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if (cnt <= 50)
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gCivQuotes[ cnt ].ubNumEntries = gubNumEntries[ cnt ];
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else
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gCivQuotes[ cnt ].ubNumEntries = 15;
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}
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}
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//--------------------------------------------------------------
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BOOLEAN GetCivQuoteText(UINT16 ubCivQuoteID, UINT16 ubEntryID, STR16 zQuote )
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{
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CHAR8 zFileName[164];
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// Build filename....
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if ( ubCivQuoteID == CIV_QUOTE_HINT )
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{
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if ( gbWorldSectorZ > 0 )
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{
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//sprintf( zFileName, "NPCData\\miners.edt" );
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sprintf( zFileName,"NPCDATA\\CIV%02d.edt", CIV_QUOTE_MINERS_NOT_FOR_PLAYER );
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}
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else
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{
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sprintf( zFileName, "NPCData\\%c%d.edt", 'A' + (gWorldSectorY - 1) , gWorldSectorX );
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}
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}
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else
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{
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if (ubCivQuoteID <= 9)
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sprintf( zFileName,"NPCDATA\\CIV%02d.edt",ubCivQuoteID );
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else
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sprintf( zFileName,"NPCDATA\\CIV%d.edt",ubCivQuoteID );
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}
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CHECKF( FileExists( zFileName ) );
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// Get data...
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LoadEncryptedDataFromFile( zFileName, zQuote, ubEntryID * 320, 320 );
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if( zQuote[0] == 0 )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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void SurrenderMessageBoxCallBack( UINT8 ubExitValue )
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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AttemptToCapturePlayerSoldiers();
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}
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gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
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ActionDone( gCivQuoteData.pCiv );
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}
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void ShutDownQuoteBox( BOOLEAN fForce )
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{
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if ( !gCivQuoteData.bActive )
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{
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return;
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}
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// Check for min time....
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if ( ( GetJA2Clock( ) - gCivQuoteData.uiTimeOfCreation ) > 300 || fForce )
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{
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RemoveVideoOverlay( gCivQuoteData.iVideoOverlay );
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// Remove mouse region...
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MSYS_RemoveRegion( &(gCivQuoteData.MouseRegion) );
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RemoveMercPopupBoxFromIndex( gCivQuoteData.iDialogueBox );
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gCivQuoteData.iDialogueBox = -1;
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gCivQuoteData.bActive = FALSE;
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#ifdef JA2UB
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// no UB
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#else
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// do we need to do anything at the end of the civ quote?
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if ( gCivQuoteData.pCiv && gCivQuoteData.pCiv->aiData.bAction == AI_ACTION_OFFER_SURRENDER )
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{
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// Haydent
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if(!is_networked)
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SURRENDER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SurrenderMessageBoxCallBack, NULL );
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}
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else
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{
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ScreenMsg( FONT_LTGREEN, MSG_MPSYSTEM, MPClientMessage[39] );
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ActionDone( gCivQuoteData.pCiv );
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}
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}
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#endif
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}
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}
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BOOLEAN ShutDownQuoteBoxIfActive( )
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{
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if ( gCivQuoteData.bActive )
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{
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ShutDownQuoteBox( TRUE );
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return( TRUE );
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}
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return( FALSE );
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}
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INT8 GetCivType( SOLDIERTYPE *pCiv )
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{
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if ( pCiv->ubProfile != NO_PROFILE )
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{
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return( CIV_TYPE_NA );
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}
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// ATE: Check if this person is married.....
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// 1 ) check sector....
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if ( gWorldSectorX == 10 && gWorldSectorY == 6 && gbWorldSectorZ == 0 )
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{
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// 2 ) the only female....
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if ( pCiv->ubCivilianGroup == 0 && pCiv->bTeam != gbPlayerNum && pCiv->ubBodyType == REGFEMALE )
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{
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// She's a ho!
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return( CIV_TYPE_MARRIED_PC );
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}
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}
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// OK, look for enemy type - MUST be on enemy team, merc bodytype
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if ( pCiv->bTeam == ENEMY_TEAM && IS_MERC_BODY_TYPE( pCiv ) )
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{
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return( CIV_TYPE_ENEMY );
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}
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if ( pCiv->bTeam == CREATURE_TEAM && pCiv->ubSoldierClass == SOLDIER_CLASS_BANDIT )
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{
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return( CIV_TYPE_ENEMY );
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}
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if ( pCiv->bTeam != CIV_TEAM && pCiv->bTeam != MILITIA_TEAM )
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{
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return( CIV_TYPE_NA );
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}
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switch( pCiv->ubBodyType )
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{
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case REGMALE:
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case BIGMALE:
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case STOCKYMALE:
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case REGFEMALE:
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case FATCIV:
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case MANCIV:
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case MINICIV:
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case DRESSCIV:
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case CRIPPLECIV:
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return( CIV_TYPE_ADULT );
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break;
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case ADULTFEMALEMONSTER:
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case AM_MONSTER:
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case YAF_MONSTER:
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case YAM_MONSTER:
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case LARVAE_MONSTER:
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case INFANT_MONSTER:
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case QUEENMONSTER:
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return( CIV_TYPE_NA );
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case HATKIDCIV:
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case KIDCIV:
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return( CIV_TYPE_KID );
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default:
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return( CIV_TYPE_NA );
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}
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//return( CIV_TYPE_NA ); // not needed when there is a default! (jonathanl)
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}
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void RenderCivQuoteBoxOverlay( VIDEO_OVERLAY *pBlitter )
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{
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if ( gCivQuoteData.iVideoOverlay != -1 )
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{
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RenderMercPopUpBoxFromIndex( gCivQuoteData.iDialogueBox, pBlitter->sX, pBlitter->sY, pBlitter->uiDestBuff );
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InvalidateRegion( pBlitter->sX, pBlitter->sY, pBlitter->sX + gusCivQuoteBoxWidth, pBlitter->sY + gusCivQuoteBoxHeight );
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}
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}
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void QuoteOverlayClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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static BOOLEAN fLButtonDown = FALSE;
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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fLButtonDown = TRUE;
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}
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP && fLButtonDown )
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{
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// Shutdown quote box....
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ShutDownQuoteBox( FALSE );
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}
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else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
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{
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fLButtonDown = FALSE;
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}
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}
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void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, INT16 sX, INT16 sY )
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{
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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CHAR16 zQuote[ 320 ];
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// OK, do we have another on?
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if ( gCivQuoteData.bActive )
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{
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// Delete?
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ShutDownQuoteBox( TRUE );
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}
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// get text
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if ( !GetCivQuoteText( ubCivQuoteID, ubEntryID, zQuote ) )
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{
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return;
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}
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swprintf( gzCivQuote, L"\"%s\"", zQuote );
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if ( ubCivQuoteID == CIV_QUOTE_HINT )
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{
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MapScreenMessage( FONT_MCOLOR_WHITE, MSG_DIALOG, L"%s", gzCivQuote );
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}
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// Create video oeverlay....
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memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
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//never use it anymore
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//SET_USE_WINFONTS( TRUE );
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//SET_WINFONT( giSubTitleWinFont );
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// Prepare text box
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gCivQuoteData.iDialogueBox = PrepareMercPopupBox( gCivQuoteData.iDialogueBox , BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gzCivQuote, DIALOGUE_DEFAULT_WIDTH, 0, 0, 0, &gusCivQuoteBoxWidth, &gusCivQuoteBoxHeight );
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//SET_USE_WINFONTS( FALSE );
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// OK, find center for box......
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sX = sX - ( gusCivQuoteBoxWidth / 2 );
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sY = sY - ( gusCivQuoteBoxHeight / 2 );
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// OK, limit to screen......
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{
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if ( sX < 0 )
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{
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sX = 0;
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}
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// CHECK FOR LEFT/RIGHT
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if ( ( sX + gusCivQuoteBoxWidth ) > SCREEN_WIDTH )
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{
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sX = SCREEN_WIDTH - gusCivQuoteBoxWidth;
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}
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// Now check for top
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if ( sY < gsVIEWPORT_WINDOW_START_Y )
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{
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sY = gsVIEWPORT_WINDOW_START_Y;
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}
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// Check for bottom
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if ( ( sY + gusCivQuoteBoxHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT))
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{
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sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gusCivQuoteBoxHeight;
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}
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}
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VideoOverlayDesc.sLeft = sX;
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VideoOverlayDesc.sTop = sY;
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VideoOverlayDesc.sRight = VideoOverlayDesc.sLeft + gusCivQuoteBoxWidth;
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VideoOverlayDesc.sBottom = VideoOverlayDesc.sTop + gusCivQuoteBoxHeight;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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VideoOverlayDesc.BltCallback = RenderCivQuoteBoxOverlay;
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gCivQuoteData.iVideoOverlay = RegisterVideoOverlay( 0, &VideoOverlayDesc );
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//Define main region
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MSYS_DefineRegion( &(gCivQuoteData.MouseRegion), VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, QuoteOverlayClickCallback );
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// Add region
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MSYS_AddRegion( &(gCivQuoteData.MouseRegion) );
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gCivQuoteData.bActive = TRUE;
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gCivQuoteData.uiTimeOfCreation = GetJA2Clock( );
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gCivQuoteData.uiDelayTime = FindDelayForString( gzCivQuote ) + 500;
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gCivQuoteData.pCiv = pCiv;
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}
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void BeginChatQuote( SOLDIERTYPE *pCiv, INT16 sX, INT16 sY )
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{
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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// OK, do we have another on?
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if ( gCivQuoteData.bActive )
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{
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// Delete?
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ShutDownQuoteBox( TRUE );
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}
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if ( pCiv->bTeam == gbPlayerNum )
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swprintf( gzCivQuote, L"\"%s\"", szChatTextSpy[Random( 24 )] );
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else
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swprintf( gzCivQuote, L"\"%s\"", szChatTextEnemy[Random( 24 )] );
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// Create video oeverlay....
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memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
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// Prepare text box
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gCivQuoteData.iDialogueBox = PrepareMercPopupBox( gCivQuoteData.iDialogueBox, BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gzCivQuote, DIALOGUE_DEFAULT_WIDTH, 0, 0, 0, &gusCivQuoteBoxWidth, &gusCivQuoteBoxHeight );
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// Flugente: have the box appear a bit above the soldier. Otherwise it will obstruct us from aiming at him, which is annoying if it happens very often
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sY -= 30;
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// OK, find center for box......
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sX = sX - ( gusCivQuoteBoxWidth / 2 );
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sY = sY - ( gusCivQuoteBoxHeight / 2 );
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// OK, limit to screen......
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{
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if ( sX < 0 )
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{
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sX = 0;
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}
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// CHECK FOR LEFT/RIGHT
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if ( ( sX + gusCivQuoteBoxWidth ) > SCREEN_WIDTH )
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{
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sX = SCREEN_WIDTH - gusCivQuoteBoxWidth;
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}
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// Now check for top
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if ( sY < gsVIEWPORT_WINDOW_START_Y )
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{
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sY = gsVIEWPORT_WINDOW_START_Y;
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}
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// Check for bottom
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if ( ( sY + gusCivQuoteBoxHeight ) > ( SCREEN_HEIGHT - INV_INTERFACE_HEIGHT ) )
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{
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sY = ( SCREEN_HEIGHT - INV_INTERFACE_HEIGHT ) - gusCivQuoteBoxHeight;
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}
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}
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VideoOverlayDesc.sLeft = sX;
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VideoOverlayDesc.sTop = sY;
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VideoOverlayDesc.sRight = VideoOverlayDesc.sLeft + gusCivQuoteBoxWidth;
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VideoOverlayDesc.sBottom = VideoOverlayDesc.sTop + gusCivQuoteBoxHeight;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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VideoOverlayDesc.BltCallback = RenderCivQuoteBoxOverlay;
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gCivQuoteData.iVideoOverlay = RegisterVideoOverlay( 0, &VideoOverlayDesc );
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//Define main region
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MSYS_DefineRegion( &( gCivQuoteData.MouseRegion ), VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, QuoteOverlayClickCallback );
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// Add region
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MSYS_AddRegion( &( gCivQuoteData.MouseRegion ) );
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gCivQuoteData.bActive = TRUE;
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gCivQuoteData.uiTimeOfCreation = GetJA2Clock();
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gCivQuoteData.uiDelayTime = FindDelayForString( gzCivQuote ) + 500;
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gCivQuoteData.pCiv = pCiv;
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}
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UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLEAN fCanUseHints )
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|
{
|
|
UINT8 ubCivType;
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#ifdef JA2UB
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#else
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INT8 bTownId;
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INT8 bCivHint;
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INT8 bMineId;
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#endif
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BOOLEAN bCivLowLoyalty = FALSE;
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BOOLEAN bCivHighLoyalty = FALSE;
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BOOLEAN bMiners = FALSE;
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UINT16 FileEDTQUoteID;
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(*pubCivHintToUse) = 0;
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ubCivType = GetCivType( pCiv );
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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 )
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#else
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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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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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{
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//if the civ is not an enemy
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if ( pCiv->aiData.bNeutral )
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{
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return( CIV_QUOTE__CIV_NOT_ENEMY ); //43
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}
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else
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{
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//
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//the civ is an enemy
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//
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//if the civ can fight
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if( pCiv->ubBodyType == REGMALE || pCiv->ubBodyType == REGFEMALE || pCiv->ubBodyType == BIGMALE )
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{
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return( CIV_QUOTE__CIV_ENEMY_CAN_FIGHT); //40
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}
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else if( pCiv->stats.bLife < pCiv->stats.bLifeMax )
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{
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return( CIV_QUOTE__CIV_HURT ); //42
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}
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else
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{
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return( CIV_QUOTE__CIV_ENEMY_GENERIC ); //41
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}
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}
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}
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if( ubCivType == CIV_TYPE_ENEMY )
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{
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// Determine what type of quote to say...
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// Are are we going to attack?
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if ( pCiv->aiData.bAction == AI_ACTION_TOSS_PROJECTILE || pCiv->aiData.bAction == AI_ACTION_FIRE_GUN ||
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pCiv->aiData.bAction == AI_ACTION_FIRE_GUN || pCiv->aiData.bAction == AI_ACTION_KNIFE_MOVE )
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{
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return( CIV_QUOTE_ENEMY_THREAT );
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}
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// Hurt?
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else if ( pCiv->stats.bLife < 30 )
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{
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return( CIV_QUOTE_ENEMY_HURT );
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}
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// elite?
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else if ( pCiv->ubSoldierClass == SOLDIER_CLASS_ELITE )
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{
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return( CIV_QUOTE_ENEMY_ELITE );
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}
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else
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{
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return( CIV_QUOTE_ENEMY_ADMIN );
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}
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}
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return( 255 );
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#else
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if ( ubCivType == CIV_TYPE_ENEMY )
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{
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// Determine what type of quote to say...
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// Are are we going to attack?
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if ( pCiv->aiData.bAction == AI_ACTION_TOSS_PROJECTILE
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|| pCiv->aiData.bAction == AI_ACTION_FIRE_GUN
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|| pCiv->aiData.bAction == AI_ACTION_THROW_KNIFE
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|| pCiv->aiData.bAction == AI_ACTION_KNIFE_MOVE )
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{
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return( CIV_QUOTE_ENEMY_THREAT );
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}
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else if ( pCiv->aiData.bAction == AI_ACTION_OFFER_SURRENDER )
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{
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return( CIV_QUOTE_ENEMY_OFFER_SURRENDER );
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}
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// Hurt?
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else if ( pCiv->stats.bLife < 30 )
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{
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return( CIV_QUOTE_ENEMY_HURT );
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}
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// elite?
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else if ( pCiv->ubSoldierClass == SOLDIER_CLASS_ELITE )
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{
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return( CIV_QUOTE_ENEMY_ELITE );
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}
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else
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{
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return( CIV_QUOTE_ENEMY_ADMIN );
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}
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}
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// Are we in a town sector?
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// get town id
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bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY );
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// If a married PC...
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if ( ubCivType == CIV_TYPE_MARRIED_PC )
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{
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return( CIV_QUOTE_PC_MARRIED );
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}
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// CIV GROUPS FIRST!
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// Hicks.....
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if ( pCiv->ubCivilianGroup == HICKS_CIV_GROUP )
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{
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// Are they friendly?
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//if ( gTacticalStatus.fCivGroupHostile[ HICKS_CIV_GROUP ] < CIV_GROUP_WILL_BECOME_HOSTILE )
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if ( pCiv->aiData.bNeutral )
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{
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return( CIV_QUOTE_HICKS_FRIENDLY );
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}
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else
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{
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return( CIV_QUOTE_HICKS_ENEMIES );
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}
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}
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// Goons.....
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if ( pCiv->ubCivilianGroup == KINGPIN_CIV_GROUP )
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{
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// Are they friendly?
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//if ( gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] < CIV_GROUP_WILL_BECOME_HOSTILE )
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if ( pCiv->aiData.bNeutral )
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{
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return( CIV_QUOTE_GOONS_FRIENDLY );
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}
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else
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{
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return( CIV_QUOTE_GOONS_ENEMIES );
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}
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}
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// ATE: Cowering people take precedence....
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if ( ( pCiv->flags.uiStatusFlags & SOLDIER_COWERING ) || ( pCiv->bTeam == CIV_TEAM && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
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{
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_ADULTS_COWER );
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}
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else
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{
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return( CIV_QUOTE_KIDS_COWER );
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}
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}
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// Kid slaves...
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if ( pCiv->ubCivilianGroup == FACTORY_KIDS_GROUP )
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{
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// Check fact.....
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if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) || !CheckFact( FACT_DOREEN_ALIVE, 0 ) )
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{
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return( CIV_QUOTE_KID_SLAVES_FREE );
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}
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else
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{
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return( CIV_QUOTE_KID_SLAVES );
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}
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}
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// BEGGERS
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if ( pCiv->ubCivilianGroup == BEGGARS_CIV_GROUP )
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{
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// Check if we are in a town...
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if( bTownId != BLANK_SECTOR && gbWorldSectorZ == 0 )
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{
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if ( bTownId == SAN_MONA && ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_SAN_MONA_BEGGERS );
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}
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}
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// DO normal beggers...
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_ADULTS_BEGGING );
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}
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else
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{
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return( CIV_QUOTE_KIDS_BEGGING );
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}
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}
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// REBELS
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if ( pCiv->ubCivilianGroup == REBEL_CIV_GROUP )
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{
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// DO normal beggers...
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_ADULTS_REBELS );
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}
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else
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{
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return( CIV_QUOTE_KIDS_REBELS );
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}
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}
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// Do miltitia...
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if ( pCiv->bTeam == MILITIA_TEAM )
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{
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// Different types....
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if ( pCiv->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA )
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{
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return( CIV_QUOTE_GREEN_MILITIA );
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}
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if ( pCiv->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA )
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{
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return( CIV_QUOTE_MEDIUM_MILITIA );
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}
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if ( pCiv->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
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{
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return( CIV_QUOTE_ELITE_MILITIA );
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}
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}
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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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}
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// if in a town
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if( ( bTownId != BLANK_SECTOR ) && ( gbWorldSectorZ == 0 ) && gfTownUsesLoyalty[ bTownId ] )
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{
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// Check loyalty special quotes.....
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// EXTREMELY LOW TOWN LOYALTY...
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if ( gTownLoyalty[ bTownId ].ubRating < EXTREAMLY_LOW_TOWN_LOYALTY )
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{
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bCivLowLoyalty = TRUE;
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}
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// HIGH TOWN LOYALTY...
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if ( gTownLoyalty[ bTownId ].ubRating >= HIGH_TOWN_LOYALTY )
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{
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bCivHighLoyalty = TRUE;
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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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}
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else
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{
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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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// 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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{
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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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// Is one availible?
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// If we are to say low loyalty, do chance
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if ( bCivHint != -1 && bCivLowLoyalty && !bMiners )
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{
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if ( Random( 100 ) < 25 )
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{
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// Get rid of hint...
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bCivHint = -1;
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}
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}
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// Say hint if availible...
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if ( bCivHint != -1 )
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{
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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(*pubCivHintToUse) = bCivHint;
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// Set quote as used...
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ConsiderCivilianQuotes( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
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// retrun value....
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return( CIV_QUOTE_HINT );
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}
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}
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if ( bCivLowLoyalty )
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{
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_ADULTS_EXTREMLY_LOW_LOYALTY );
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}
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else
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{
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return( CIV_QUOTE_KIDS_EXTREMLY_LOW_LOYALTY );
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}
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}
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if ( bCivHighLoyalty )
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{
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if ( ubCivType == CIV_TYPE_ADULT )
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{
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return( CIV_QUOTE_ADULTS_HIGH_LOYALTY );
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}
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else
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{
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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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return( CIV_QUOTE_ADULTS_ALL_PURPOSE );
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}
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else
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{
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return( CIV_QUOTE_KIDS_ALL_PURPOSE );
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}
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#endif
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}
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void HandleCivQuote( )
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{
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if ( gCivQuoteData.bActive )
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{
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// Check for min time....
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if ( ( GetJA2Clock( ) - gCivQuoteData.uiTimeOfCreation ) > gCivQuoteData.uiDelayTime )
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{
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// Stop!
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ShutDownQuoteBox( TRUE );
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}
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}
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}
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void StartCivQuote( SOLDIERTYPE *pCiv )
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{
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UINT16 ubCivQuoteID;
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UINT16 ubEntryID = 0;
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INT16 sScreenX, sScreenY;
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UINT16 ubCivHintToUse;
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UINT16 CivQuoteDelta = 0;
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UINT16 ubCivQuoteID2;
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UINT16 RandomVal;
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// ATE: Check for old quote.....
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// This could have been stored on last attempt...
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if ( pCiv->bCurrentCivQuote == CIV_QUOTE_HINT )
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{
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// Determine which quote to say.....
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// CAN'T USE HINTS, since we just did one...
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pCiv->bCurrentCivQuote = -1;
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pCiv->bCurrentCivQuoteDelta = 0;
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ubCivQuoteID = DetermineCivQuoteEntry( pCiv, &ubCivHintToUse, FALSE );
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}
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else
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{
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// Determine which quote to say.....
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ubCivQuoteID = DetermineCivQuoteEntry( pCiv, &ubCivHintToUse, TRUE );
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}
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if (ubCivQuoteID == CIV_QUOTE_ADULTS_REBELS || ubCivQuoteID == CIV_QUOTE_KIDS_REBELS || ubCivQuoteID == CIV_QUOTE_ENEMY_OFFER_SURRENDER )
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{
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RandomVal = 5;
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}
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else if (ubCivQuoteID == CIV_QUOTE_PC_MARRIED)
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{
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RandomVal = 2;
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}
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else if (ubCivQuoteID == CIV_QUOTE_HICKS_SEE_US_AT_NIGHT)
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{
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RandomVal = 3;
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}
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else
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RandomVal = 15;
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#ifdef JA2UB
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if( ubCivQuoteID == 255 )
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{
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return;
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}
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#endif
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// Determine entry id
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// ATE: Try and get entry from soldier pointer....
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if ( ubCivQuoteID != CIV_QUOTE_HINT )
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{
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if ( pCiv->bCurrentCivQuote == -1 )
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{
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// Pick random one
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//pCiv->bCurrentCivQuote = (INT8)Random( gCivQuotes[ ubCivQuoteID ].ubNumEntries - 2 );
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ubCivQuoteID2 = Random(RandomVal-2);
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pCiv->bCurrentCivQuoteDelta = 0;
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}
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else
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{
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ubCivQuoteID2 = pCiv->bCurrentCivQuote;
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}
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//ubEntryID = pCiv->bCurrentCivQuote + pCiv->bCurrentCivQuoteDelta;
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ubEntryID = ubCivQuoteID2 + pCiv->bCurrentCivQuoteDelta;
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}
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else
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{
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ubEntryID =ubCivHintToUse;
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// ATE: set value for quote ID.....
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//pCiv->bCurrentCivQuote = ubCivQuoteID;
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ubCivQuoteID2 = ubCivQuoteID;
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CivQuoteDelta = ubEntryID;
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//pCiv->bCurrentCivQuoteDelta = ubEntryID;
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}
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// Flugente: if we are an assassin, we speak like the militia we emulate
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if ( pCiv->usSoldierFlagMask & SOLDIER_ASSASSIN )
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{
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switch ( pCiv->GetUniformType() )
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{
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case UNIFORM_MILITIA_REGULAR:
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ubCivQuoteID = CIV_QUOTE_MEDIUM_MILITIA;
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break;
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case UNIFORM_MILITIA_ELITE:
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ubCivQuoteID = CIV_QUOTE_ELITE_MILITIA;
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break;
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default:
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ubCivQuoteID = CIV_QUOTE_GREEN_MILITIA;
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break;
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}
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}
|
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|
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// Determine location...
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// Get location of civ on screen.....
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GetSoldierScreenPos( pCiv, &sScreenX, &sScreenY );
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// begin quote
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BeginCivQuote( pCiv, ubCivQuoteID, ubEntryID, sScreenX, sScreenY );
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|
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// Increment use
|
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if ( ubCivQuoteID != CIV_QUOTE_HINT )
|
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{
|
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//pCiv->bCurrentCivQuoteDelta++;
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++CivQuoteDelta;
|
|
/*
|
|
if ( pCiv->bCurrentCivQuoteDelta == 2 )
|
|
{
|
|
pCiv->bCurrentCivQuoteDelta = 0;
|
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}
|
|
*/
|
|
if ( CivQuoteDelta == 2 )
|
|
{
|
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CivQuoteDelta = 0;
|
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}
|
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}
|
|
}
|
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|
|
void InitCivQuoteSystem( )
|
|
{
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memset( &gCivQuotes, 0, sizeof( gCivQuotes ) ); //Not used
|
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|
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memset( &gCivQuoteData, 0, sizeof( gCivQuoteData ) );
|
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gCivQuoteData.bActive = FALSE;
|
|
gCivQuoteData.iVideoOverlay = -1;
|
|
gCivQuoteData.iDialogueBox = -1;
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}
|
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|
|
//--------------------------------------------------------------
|
|
//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 );
|
|
}
|
|
|
|
// anv: used now
|
|
//is allowed remove. Not used and remove from SaveLoadGame.cpp.
|
|
BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesRead;
|
|
|
|
// anv: reset uiTauntFinishTimes after game is loaded (so enemies can taunt after guiBaseJA2Clock is decreased)
|
|
memset( &uiTauntFinishTimes, 0, sizeof( uiTauntFinishTimes ) );
|
|
|
|
FileRead( hFile, &gCivQuotes, sizeof( gCivQuotes ), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( gCivQuotes ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
CopyNumEntriesIntoQuoteStruct( ); //Not used
|
|
|
|
return( TRUE );
|
|
}
|
|
//--------------------------------------------------------------
|
|
// anv: start enemy taunt with probabilty depending on taunt settings
|
|
void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SoldierID uiTargetID )
|
|
{
|
|
SOLDIERTYPE *pTarget = NULL;
|
|
if( uiTargetID != NOBODY )
|
|
{
|
|
pTarget = MercPtrs[uiTargetID];
|
|
}
|
|
if (is_networked) // No taunts in multiplayer
|
|
return;
|
|
|
|
// taunts disabled?
|
|
if( gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == FALSE )
|
|
{
|
|
return;
|
|
}
|
|
// uh, just in case
|
|
if( pCiv == NULL )
|
|
{
|
|
return;
|
|
}
|
|
// is enemy blocked from taunting at the moment?
|
|
if( uiTauntFinishTimes[pCiv->ubID] > GetJA2Clock() )
|
|
{
|
|
return;
|
|
}
|
|
// check if generated person
|
|
if ( !(IS_MERC_BODY_TYPE( pCiv )) || !(pCiv->ubProfile == NO_PROFILE) )
|
|
{
|
|
return;
|
|
}
|
|
// only enemies and militia taunt
|
|
// sevenfm: allow voice taunts for hostile civilians with group
|
|
if (pCiv->bTeam != ENEMY_TEAM &&
|
|
pCiv->bTeam != MILITIA_TEAM &&
|
|
!(pCiv->bTeam == CIV_TEAM && pCiv->ubCivilianGroup != NON_CIV_GROUP && !pCiv->aiData.bNeutral && gTauntsSettings.fTauntVoice))
|
|
{
|
|
return;
|
|
}
|
|
/*if ( pCiv->bTeam != ENEMY_TEAM && pCiv->bTeam != MILITIA_TEAM )
|
|
{
|
|
return;
|
|
}*/
|
|
|
|
// only visible enemies taunt (unless set otherwise)
|
|
if ( ( pCiv->bVisible == -1 ) && ( gTauntsSettings.fTauntOnlyVisibleEnemies == TRUE ) )
|
|
{
|
|
return;
|
|
}
|
|
// only enemies that are able to speak at the moment can taunt
|
|
if ( pCiv->stats.bLife < OKLIFE || pCiv->bCollapsed || pCiv->bBreathCollapsed )
|
|
{
|
|
return;
|
|
}
|
|
// check probability
|
|
switch(iTauntType)
|
|
{
|
|
case TAUNT_FIRE_GUN:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntFireGunChance )
|
|
return;
|
|
break;
|
|
case TAUNT_FIRE_LAUNCHER:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntFireLauncherChance )
|
|
return;
|
|
break;
|
|
case TAUNT_ATTACK_BLADE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntAttackBladeChance)
|
|
return;
|
|
break;
|
|
case TAUNT_ATTACK_HTH:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntAttackHTHChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_THROW_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntThrowKnifeChance )
|
|
return;
|
|
break;
|
|
case TAUNT_THROW_GRENADE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntThrowGrenadeChance )
|
|
return;
|
|
break;
|
|
case TAUNT_CHARGE_BLADE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntChargeKnifeChance )
|
|
return;
|
|
break;
|
|
case TAUNT_CHARGE_HTH:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntChargeFistsChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_STEAL:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntStealChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_RUN_AWAY:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntRunAwayChance)
|
|
return;
|
|
break;
|
|
case TAUNT_SEEK_NOISE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntSeekNoiseChance )
|
|
return;
|
|
break;
|
|
case TAUNT_ALERT:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntAlertChance )
|
|
return;
|
|
break;
|
|
case TAUNT_SUSPICIOUS:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntSuspiciousChance)
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_GOT_HIT:
|
|
case TAUNT_GOT_HIT_BLOODLOSS:
|
|
case TAUNT_GOT_HIT_EXPLOSION:
|
|
case TAUNT_GOT_HIT_FALLROOF:
|
|
case TAUNT_GOT_HIT_GAS:
|
|
case TAUNT_GOT_HIT_GUNFIRE:
|
|
case TAUNT_GOT_HIT_HTH:
|
|
case TAUNT_GOT_HIT_BLADE:
|
|
case TAUNT_GOT_HIT_OBJECT:
|
|
case TAUNT_GOT_HIT_STRUCTURE_EXPLOSION:
|
|
case TAUNT_GOT_HIT_TENTACLES:
|
|
case TAUNT_GOT_HIT_THROWING_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntGotHitChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_GOT_BLINDED:
|
|
case TAUNT_GOT_DEAFENED:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntGotDeafenedBlindedChance)
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_GOT_ROBBED:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntGotRobbedChance)
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_GOT_MISSED:
|
|
case TAUNT_GOT_MISSED_GUNFIRE:
|
|
case TAUNT_GOT_MISSED_BLADE:
|
|
case TAUNT_GOT_MISSED_HTH:
|
|
case TAUNT_GOT_MISSED_THROWING_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntGotMissedChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_HIT:
|
|
case TAUNT_HIT_GUNFIRE:
|
|
case TAUNT_HIT_BLADE:
|
|
case TAUNT_HIT_HTH:
|
|
case TAUNT_HIT_THROWING_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntHitChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_KILL:
|
|
case TAUNT_KILL_GUNFIRE:
|
|
case TAUNT_KILL_BLADE:
|
|
case TAUNT_KILL_HTH:
|
|
case TAUNT_KILL_THROWING_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntKillChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_HEAD_POP:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntHeadPopChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_MISS:
|
|
case TAUNT_MISS_GUNFIRE:
|
|
case TAUNT_MISS_BLADE:
|
|
case TAUNT_MISS_HTH:
|
|
case TAUNT_MISS_THROWING_KNIFE:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntMissChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_OUT_OF_AMMO:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntOutOfAmmoChance )
|
|
return;
|
|
break;
|
|
case TAUNT_RELOAD:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntReloadChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_NOTICED_UNSEEN:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntNoticedUnseenChance )
|
|
return;
|
|
break;
|
|
case TAUNT_SAY_HI:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntSayHiChance )
|
|
return;
|
|
break;
|
|
case TAUNT_INFORM_ABOUT:
|
|
if( Random(100)+1 > gTauntsSettings.ubTauntInformAboutChance )
|
|
return;
|
|
break;
|
|
|
|
case TAUNT_RIPOSTE:
|
|
if( Random(100)+1 > gTauntsSettings.ubRiposteChance)
|
|
return;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
StartEnemyTaunt( pCiv, iTauntType, pTarget );
|
|
}
|
|
|
|
// SANDRO - soldier taunts
|
|
void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
|
|
{
|
|
CHAR16 sTauntText[ 320 ];
|
|
CHAR16 gzTauntQuote[ 320 ];
|
|
UINT16 iApplicableTaunts = 0;
|
|
|
|
// Flugente: zombies don't talk
|
|
if ( pCiv->IsZombie() )
|
|
return;
|
|
|
|
// sevenfm: play audio taunt if possible
|
|
if (gTauntsSettings.fTauntVoice)
|
|
{
|
|
// try to play voice taunt, use noise if gTauntsSettings.fTauntMakeNoise is TRUE
|
|
PlayVoiceTaunt(pCiv, iTauntType, pTarget);
|
|
// block this enemy from taunting for a time being
|
|
uiTauntFinishTimes[pCiv->ubID] = GetJA2Clock() + min(gTauntsSettings.sMaxDelay, max(gTauntsSettings.sMinDelay, FindDelayForString(L"You're the disease and I'm the cure!") + gTauntsSettings.sModDelay));
|
|
return;
|
|
}
|
|
|
|
// anv: check all taunts, and remember those applicable
|
|
for(UINT16 i=0; i<num_found_taunt; ++i)
|
|
{
|
|
// check if attitudes are ok
|
|
switch( pCiv->aiData.bAttitude )
|
|
{
|
|
case CUNNINGAID:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_CUNNING_AID) )
|
|
continue;
|
|
break;
|
|
case CUNNINGSOLO:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_CUNNING_SOLO) )
|
|
continue;
|
|
break;
|
|
case BRAVEAID:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_BRAVE_AID) )
|
|
continue;
|
|
case BRAVESOLO:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_BRAVE_SOLO) )
|
|
continue;
|
|
break;
|
|
case DEFENSIVE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_DEFENSIVE) )
|
|
continue;
|
|
break;
|
|
case AGGRESSIVE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_A_AGGRESSIVE) )
|
|
continue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
// check if situation is ok
|
|
switch(iTauntType)
|
|
{
|
|
// actions
|
|
case TAUNT_FIRE_GUN:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_FIRE_GUN) )
|
|
continue;
|
|
break;
|
|
case TAUNT_FIRE_LAUNCHER:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_FIRE_LAUNCHER) )
|
|
continue;
|
|
break;
|
|
case TAUNT_ATTACK_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_ATTACK_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_ATTACK_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_ATTACK_HTH) )
|
|
continue;
|
|
break;
|
|
|
|
case TAUNT_THROW_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_THROW_KNIFE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_THROW_GRENADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_THROW_GRENADE) )
|
|
continue;
|
|
break;
|
|
|
|
case TAUNT_OUT_OF_AMMO:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_OUT_OF_AMMO) )
|
|
continue;
|
|
break;
|
|
case TAUNT_RELOAD:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_RELOAD) )
|
|
continue;
|
|
break;
|
|
|
|
// AI routines
|
|
case TAUNT_CHARGE_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_CHARGE_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_CHARGE_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_CHARGE_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_STEAL:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_STEAL) )
|
|
continue;
|
|
break;
|
|
case TAUNT_RUN_AWAY:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_RUN_AWAY) )
|
|
continue;
|
|
break;
|
|
case TAUNT_SEEK_NOISE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_SEEK_NOISE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_ALERT:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_ALERT) )
|
|
continue;
|
|
break;
|
|
case TAUNT_SUSPICIOUS:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_SUSPICIOUS) )
|
|
continue;
|
|
break;
|
|
case TAUNT_NOTICED_UNSEEN:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_NOTICED_UNSEEN) )
|
|
continue;
|
|
break;
|
|
case TAUNT_SAY_HI:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_SAY_HI) )
|
|
continue;
|
|
break;
|
|
case TAUNT_INFORM_ABOUT:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_INFORM_ABOUT) )
|
|
continue;
|
|
break;
|
|
|
|
// got_hit_xxx
|
|
case TAUNT_GOT_HIT:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_GUNFIRE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_GUNFIRE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_FALLROOF:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_FALLROOF) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_BLOODLOSS:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_BLOODLOSS) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_EXPLOSION:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_EXPLOSION) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_GAS:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_GAS) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_TENTACLES:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_TENTACLES) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_STRUCTURE_EXPLOSION:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_STRUCTURE_EXPLOSION) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_OBJECT:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT_OBJECT) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_HIT_THROWING_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_HIT) )
|
|
continue;
|
|
break;
|
|
|
|
case TAUNT_GOT_DEAFENED:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_DEAFENED) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_BLINDED:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_BLINDED) )
|
|
continue;
|
|
break;
|
|
|
|
// got_missed_xxx
|
|
case TAUNT_GOT_MISSED:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_MISSED) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_MISSED_GUNFIRE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_MISSED_GUNFIRE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_MISSED_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_MISSED_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_MISSED_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_MISSED_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_GOT_MISSED_THROWING_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_GOT_MISSED_THROWING_KNIFE) )
|
|
continue;
|
|
break;
|
|
|
|
// hit_xxx
|
|
case TAUNT_HIT:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HIT) )
|
|
continue;
|
|
break;
|
|
case TAUNT_HIT_GUNFIRE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HIT_GUNFIRE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_HIT_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HIT_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_HIT_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HIT_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_HIT_THROWING_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HIT_THROWING_KNIFE) )
|
|
continue;
|
|
break;
|
|
|
|
// kill_xxx
|
|
case TAUNT_KILL:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_KILL) )
|
|
continue;
|
|
break;
|
|
case TAUNT_KILL_GUNFIRE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_KILL_GUNFIRE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_KILL_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_KILL_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_KILL_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_KILL_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_KILL_THROWING_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_KILL_THROWING_KNIFE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_HEAD_POP:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_HEAD_POP) )
|
|
continue;
|
|
break;
|
|
|
|
// miss_xxx
|
|
case TAUNT_MISS:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_MISS) )
|
|
continue;
|
|
break;
|
|
case TAUNT_MISS_GUNFIRE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_MISS_GUNFIRE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_MISS_BLADE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_MISS_BLADE) )
|
|
continue;
|
|
break;
|
|
case TAUNT_MISS_HTH:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_MISS_HTH) )
|
|
continue;
|
|
break;
|
|
case TAUNT_MISS_THROWING_KNIFE:
|
|
if( !(zTaunt[ i ].uiFlags & TAUNT_S_MISS_THROWING_KNIFE) )
|
|
continue;
|
|
break;
|
|
|
|
// ripostes to merc quotes
|
|
case TAUNT_RIPOSTE:
|
|
if( !(gTacticalStatus.ubLastQuoteSaid == zTaunt[ i ].value[TAUNT_RIPOSTE_QUOTE]) )
|
|
continue;
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
break;
|
|
}
|
|
|
|
// class and predefined profiles
|
|
switch( pCiv->ubSoldierClass )
|
|
{
|
|
case SOLDIER_CLASS_ADMINISTRATOR:
|
|
case SOLDIER_CLASS_BANDIT:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_ADMIN) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_ADMIN] != -1 ) && !(zTaunt[ i ].value[TAUNT_PROFILE_ADMIN] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
case SOLDIER_CLASS_ARMY:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_ARMY) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_ARMY] != -1 ) && !(zTaunt[ i ].value[TAUNT_PROFILE_ARMY] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
case SOLDIER_CLASS_ELITE:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_ELITE) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_ELITE] != -1 ) && !(zTaunt[ i ].value[TAUNT_PROFILE_ELITE] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
case SOLDIER_CLASS_GREEN_MILITIA:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_GREEN) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_GREEN] != -1 ) && !( zTaunt[ i ].value[TAUNT_PROFILE_GREEN] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
case SOLDIER_CLASS_REG_MILITIA:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_REGULAR) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_ARMY] != -1 ) && !(zTaunt[ i ].value[TAUNT_PROFILE_ARMY] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
case SOLDIER_CLASS_ELITE_MILITIA:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_C_VETERAN) )
|
|
continue;
|
|
if( (zTaunt[ i ].value[TAUNT_PROFILE_ARMY] != -1 ) && !(zTaunt[ i ].value[TAUNT_PROFILE_ARMY] == pCiv->usSoldierProfile ) )
|
|
continue;
|
|
break;
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
|
|
// gender
|
|
switch( pCiv->ubBodyType )
|
|
{
|
|
case REGMALE:
|
|
case BIGMALE:
|
|
case STOCKYMALE:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_G_MALE) )
|
|
continue;
|
|
break;
|
|
case REGFEMALE:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_G_FEMALE) )
|
|
continue;
|
|
break;
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
|
|
// energy, health
|
|
if( zTaunt[ i ].value[TAUNT_ENERGY_GT] != -1 )
|
|
{
|
|
if( pCiv->bBreath <= zTaunt[ i ].value[TAUNT_ENERGY_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_ENERGY_LT] != -1 )
|
|
{
|
|
if( pCiv->bBreath >= zTaunt[ i ].value[TAUNT_ENERGY_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_ENERGY_MAX_GT] != -1 )
|
|
{
|
|
if( pCiv->bBreathMax <= zTaunt[ i ].value[TAUNT_ENERGY_MAX_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_ENERGY_MAX_LT] != -1 )
|
|
{
|
|
if( pCiv->bBreathMax >= zTaunt[ i ].value[TAUNT_ENERGY_MAX_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_HEALTH_GT] != -1 )
|
|
{
|
|
if( pCiv->stats.bLife <= zTaunt[ i ].value[TAUNT_HEALTH_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_HEALTH_GT] != -1 )
|
|
{
|
|
if( pCiv->stats.bLife <= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_HEALTH_LT] != -1 )
|
|
{
|
|
if( pCiv->stats.bLife >= zTaunt[ i ].value[TAUNT_HEALTH_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_HEALTH_MAX_GT] != -1 )
|
|
{
|
|
if( pCiv->stats.bLifeMax <= zTaunt[ i ].value[TAUNT_HEALTH_MAX_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_HEALTH_MAX_LT] != -1 )
|
|
{
|
|
if( pCiv->stats.bLifeMax >= zTaunt[ i ].value[TAUNT_HEALTH_MAX_LT] )
|
|
continue;
|
|
}
|
|
// morale
|
|
if( zTaunt[ i ].value[TAUNT_MORALE_GT] != -1 )
|
|
{
|
|
if( pCiv->aiData.bMorale <= zTaunt[ i ].value[TAUNT_MORALE_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_MORALE_LT] != -1 )
|
|
{
|
|
if( pCiv->aiData.bMorale >= zTaunt[ i ].value[TAUNT_MORALE_LT] )
|
|
continue;
|
|
}
|
|
// experience
|
|
if( zTaunt[ i ].value[TAUNT_EXP_LEVEL_GT] != -1 )
|
|
{
|
|
if( pCiv->stats.bExpLevel <= zTaunt[ i ].value[TAUNT_EXP_LEVEL_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_EXP_LEVEL_LT] != -1 )
|
|
{
|
|
if( pCiv->stats.bExpLevel >= zTaunt[ i ].value[TAUNT_EXP_LEVEL_LT] )
|
|
continue;
|
|
}
|
|
|
|
// game progress
|
|
if( zTaunt[ i ].value[TAUNT_PROGRESS_GT] != -1 )
|
|
{
|
|
if( zTaunt[ i ].value[TAUNT_PROGRESS_GT] >= CurrentPlayerProgressPercentage() )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_PROGRESS_LT] != -1 )
|
|
{
|
|
if( zTaunt[ i ].value[TAUNT_PROGRESS_GT] <= CurrentPlayerProgressPercentage() )
|
|
continue;
|
|
}
|
|
|
|
// facts
|
|
if( zTaunt[ i ].value[TAUNT_FACT_TRUE] != -1 )
|
|
{
|
|
if( gubFact[ zTaunt[ i ].value[TAUNT_FACT_TRUE] ] != TRUE )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_FACT_FALSE] != -1 )
|
|
{
|
|
if( gubFact[ zTaunt[ i ].value[TAUNT_FACT_FALSE] ] != FALSE )
|
|
continue;
|
|
}
|
|
|
|
// target limitations
|
|
if( pTarget != NULL )
|
|
{
|
|
// target should be zombie
|
|
if( zTaunt[ i ].uiFlags2 & TAUNT_T_ZOMBIE )
|
|
{
|
|
// anv: moved ifdef - if zombies are off, we want to skip any taunts with TAUNT_T_ZOMBIE flag
|
|
if( !pTarget->IsZombie() )
|
|
continue;
|
|
}
|
|
|
|
// target merc profile
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_MERC_PROFILE] != -1 )
|
|
{
|
|
if( pTarget->ubProfile != zTaunt[ i ].value[TAUNT_TARGET_MERC_PROFILE] )
|
|
continue;
|
|
}
|
|
// target type
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_TYPE] != -1 )
|
|
{
|
|
if( pTarget->ubProfile != zTaunt[ i ].value[TAUNT_TARGET_TYPE] )
|
|
continue;
|
|
}
|
|
// target gender
|
|
switch( pTarget->ubBodyType )
|
|
{
|
|
case REGMALE:
|
|
case BIGMALE:
|
|
case STOCKYMALE:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_T_MALE) )
|
|
continue;
|
|
break;
|
|
case REGFEMALE:
|
|
if( !(zTaunt[ i ].uiFlags2 & TAUNT_T_FEMALE) )
|
|
continue;
|
|
break;
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
// target appearance
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_APPEARANCE] != -1 )
|
|
{
|
|
// check if pTarget has his own predefined profile (ubProfile = 200 for generated characters)
|
|
if( pTarget->ubProfile != NO_PROFILE )
|
|
{
|
|
if( gMercProfiles[pTarget->ubProfile].bAppearance != zTaunt[ i ].value[TAUNT_TARGET_APPEARANCE] )
|
|
continue;
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
|
|
// target type
|
|
switch( zTaunt[ i ].value[TAUNT_TARGET_TYPE] )
|
|
{
|
|
case 0:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER )
|
|
continue;
|
|
break;
|
|
case 1:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
|
|
continue;
|
|
break;
|
|
case 2:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__MERC )
|
|
continue;
|
|
break;
|
|
case 3:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__NPC )
|
|
continue;
|
|
break;
|
|
case 4:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__EPC )
|
|
continue;
|
|
break;
|
|
case 5:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__NPC_WITH_UNEXTENDABLE_CONTRACT )
|
|
continue;
|
|
break;
|
|
case 6:
|
|
if( pTarget->ubWhatKindOfMercAmI != MERC_TYPE__VEHICLE )
|
|
continue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// target energy, health
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_GT] != -1 )
|
|
{
|
|
if( pTarget->bBreath <= zTaunt[ i ].value[TAUNT_TARGET_ENERGY_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_LT] != -1 )
|
|
{
|
|
if( pTarget->bBreath >= zTaunt[ i ].value[TAUNT_TARGET_ENERGY_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_GT] != -1 )
|
|
{
|
|
if( pTarget->bBreathMax <= zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_LT] != -1 )
|
|
{
|
|
if( pTarget->bBreathMax >= zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] != -1 )
|
|
{
|
|
if( pTarget->stats.bLife <= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] != -1 )
|
|
{
|
|
if( pTarget->stats.bLife <= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_LT] != -1 )
|
|
{
|
|
if( pTarget->stats.bLife >= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_LT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_GT] != -1 )
|
|
{
|
|
if( pTarget->stats.bLifeMax <= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_LT] != -1 )
|
|
{
|
|
if( pTarget->stats.bLifeMax >= zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_LT] )
|
|
continue;
|
|
}
|
|
// morale
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_MORALE_GT] != -1 )
|
|
{
|
|
if( pTarget->aiData.bMorale <= zTaunt[ i ].value[TAUNT_TARGET_MORALE_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_MORALE_LT] != -1 )
|
|
{
|
|
if( pTarget->aiData.bMorale >= zTaunt[ i ].value[TAUNT_TARGET_MORALE_LT] )
|
|
continue;
|
|
}
|
|
// experience
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_GT] != -1 )
|
|
{
|
|
if( pTarget->stats.bExpLevel <= zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_GT] )
|
|
continue;
|
|
}
|
|
if( zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_LT] != -1 )
|
|
{
|
|
if( pTarget->stats.bExpLevel >= zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_LT] )
|
|
continue;
|
|
}
|
|
}
|
|
else // pTarget==NULL
|
|
{
|
|
if( ( zTaunt[ i ].value[TAUNT_TARGET_MERC_PROFILE] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_APPEARANCE] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_ENERGY_MAX_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_HEALTH_MAX_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_EXP_LEVEL_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_MORALE_GT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_MORALE_LT] != -1 ) ||
|
|
( zTaunt[ i ].value[TAUNT_TARGET_TYPE] != -1 ) ||
|
|
( zTaunt[ i ].uiFlags2 & TAUNT_T_ZOMBIE ) )
|
|
continue;
|
|
|
|
}
|
|
// everything ok, current taunt is applicable, remember it
|
|
zApplicableTaunts[iApplicableTaunts] = zTaunt[i];
|
|
iApplicableTaunts++;
|
|
if(iApplicableTaunts >= MAX_APPLICABLE_TAUNTS)
|
|
continue;
|
|
}
|
|
// are there any applicable taunts?
|
|
if( iApplicableTaunts > 0 )
|
|
{
|
|
// use random one
|
|
// use censored version if setting is set
|
|
UINT16 iChosenTaunt = Random(iApplicableTaunts);
|
|
if( gTauntsSettings.fTauntCensoredMode == TRUE && zApplicableTaunts[ iChosenTaunt ].szCensoredText[0] != 0 )
|
|
{
|
|
swprintf( sTauntText, zApplicableTaunts[ iChosenTaunt ].szCensoredText );
|
|
}
|
|
else
|
|
{
|
|
swprintf( sTauntText, zApplicableTaunts[ iChosenTaunt ].szText );
|
|
}
|
|
|
|
swprintf( gzTauntQuote, L"\"%s\"", sTauntText );
|
|
|
|
// block this enemy from taunting for a time being
|
|
uiTauntFinishTimes[pCiv->ubID] = GetJA2Clock() + min( gTauntsSettings.sMaxDelay , max( gTauntsSettings.sMinDelay, FindDelayForString( gzTauntQuote ) + gTauntsSettings.sModDelay ) );
|
|
|
|
if( gTauntsSettings.fTauntMakeNoise == TRUE )
|
|
MakeNoise( pCiv->ubID, pCiv->sGridNo, pCiv->pathing.bLevel, pCiv->bOverTerrainType, (UINT8)gTauntsSettings.sVolume, NOISE_VOICE, gzTauntQuote );
|
|
else
|
|
{
|
|
if(gTauntsSettings.fTauntShowPopupBox == TRUE)
|
|
{
|
|
if( gbPublicOpplist[gbPlayerNum][pCiv->ubID] == SEEN_CURRENTLY || gTauntsSettings.fTauntAlwaysShowPopupBox == TRUE )
|
|
{
|
|
ShowTauntPopupBox( pCiv, gzTauntQuote );
|
|
}
|
|
}
|
|
if(gTauntsSettings.fTauntShowInLog == TRUE)
|
|
{
|
|
if( gbPublicOpplist[gbPlayerNum][pCiv->ubID] == SEEN_CURRENTLY || gTauntsSettings.fTauntAlwaysShowInLog == TRUE )
|
|
{
|
|
ScreenMsg( FONT_GRAY2, MSG_INTERFACE, L"%s: %s", pCiv->GetName(), gzTauntQuote );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
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void ShowTauntPopupBox( SOLDIERTYPE *pCiv, STR16 gzTauntQuote )
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{
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INT16 sX, sY;
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INT16 sScreenX, sScreenY;
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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// stop if other civ quote is already being shown
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if( gCivQuoteData.bActive == TRUE )
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{
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return;
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}
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// Determine location...
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// Get location of civ on screen.....
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GetSoldierScreenPos( pCiv, &sScreenX, &sScreenY );
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sX = sScreenX;
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// Flugente: have the box appear a bit above the soldier. Otherwise it will obstruct us from aiming at him, which is annoying if it happens very often
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sY = sScreenY - 40;
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// Create video oeverlay....
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memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
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// Prepare text box
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gCivQuoteData.iDialogueBox = PrepareMercPopupBox( gCivQuoteData.iDialogueBox , BASIC_MERC_POPUP_BACKGROUND, BASIC_MERC_POPUP_BORDER, gzTauntQuote, DIALOGUE_DEFAULT_WIDTH, 0, 0, 0, &gusCivQuoteBoxWidth, &gusCivQuoteBoxHeight );
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// OK, find center for box......
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sX = sX - ( gusCivQuoteBoxWidth / 2 );
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sY = sY - ( gusCivQuoteBoxHeight / 2 );
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// OK, limit to screen......
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{
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if ( sX < 0 )
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{
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sX = 0;
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}
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// CHECK FOR LEFT/RIGHT
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if ( ( sX + gusCivQuoteBoxWidth ) > SCREEN_WIDTH )
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{
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sX = SCREEN_WIDTH - gusCivQuoteBoxWidth;
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}
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// Now check for top
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if ( sY < gsVIEWPORT_WINDOW_START_Y )
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{
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sY = gsVIEWPORT_WINDOW_START_Y;
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}
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// Check for bottom
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if ( ( sY + gusCivQuoteBoxHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT))
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{
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sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gusCivQuoteBoxHeight;
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}
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}
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VideoOverlayDesc.sLeft = sX;
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VideoOverlayDesc.sTop = sY;
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VideoOverlayDesc.sRight = VideoOverlayDesc.sLeft + gusCivQuoteBoxWidth;
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VideoOverlayDesc.sBottom = VideoOverlayDesc.sTop + gusCivQuoteBoxHeight;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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VideoOverlayDesc.BltCallback = RenderCivQuoteBoxOverlay;
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gCivQuoteData.iVideoOverlay = RegisterVideoOverlay( 0, &VideoOverlayDesc );
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//Define main region
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MSYS_DefineRegion( &(gCivQuoteData.MouseRegion), VideoOverlayDesc.sLeft, VideoOverlayDesc.sTop, VideoOverlayDesc.sRight, VideoOverlayDesc.sBottom, MSYS_PRIORITY_HIGHEST,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, QuoteOverlayClickCallback );
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// Add region
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MSYS_AddRegion( &(gCivQuoteData.MouseRegion) );
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gCivQuoteData.bActive = TRUE;
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gCivQuoteData.uiTimeOfCreation = GetJA2Clock( );
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gCivQuoteData.uiDelayTime = min( gTauntsSettings.sMaxDelay , max( gTauntsSettings.sMinDelay, FindDelayForString( gzTauntQuote ) + gTauntsSettings.sModDelay ) );
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gCivQuoteData.pCiv = pCiv;
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}
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BOOLEAN CivQuoteActive()
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{
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return gCivQuoteData.bActive;
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}
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STR VoiceTauntFileName[] =
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{
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"FIRE_GUN",
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"FIRE_LAUNCHER",
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"ATTACK_BLADE",
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"ATTACK_HTH",
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"THROW_KNIFE",
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"THROW_GRENADE",
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"OUT_OF_AMMO",
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"RELOAD",
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"STEAL",
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// AI routines
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"CHARGE_BLADE",
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"CHARGE_HTH",
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"RUN_AWAY",
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"SEEK_NOISE",
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"ALERT",
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"SUSPICIOUS",
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"NOTICED_UNSEEN",
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"SAY_HI",
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"INFORM_ABOUT",
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// got_hit_xxx
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"GOT_HIT",
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"GOT_HIT_GUNFIRE",
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"GOT_HIT_BLADE",
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"GOT_HIT_HTH",
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"GOT_HIT_FALLROOF",
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"GOT_HIT_BLOODLOSS",
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"GOT_HIT_EXPLOSION",
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"GOT_HIT_GAS",
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"GOT_HIT_TENTACLES",
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"GOT_HIT_STRUCTURE_EXPLOSION",
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"GOT_HIT_OBJECT",
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"GOT_HIT_THROWING_KNIFE",
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"GOT_DEAFENED",
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"GOT_BLINDED",
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"GOT_ROBBED",
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// got_missed_xxx
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"GOT_MISSED",
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"GOT_MISSED_GUNFIRE",
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"GOT_MISSED_BLADE",
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"GOT_MISSED_HTH",
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"GOT_MISSED_THROWING_KNIFE",
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// hit_xxx
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"HIT",
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"HIT_GUNFIRE",
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"HIT_BLADE",
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"HIT_HTH",
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"HIT_EXPLOSION",
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"HIT_THROWING_KNIFE",
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// kill_xxx
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"KILL",
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"KILL_GUNFIRE",
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"KILL_BLADE",
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"KILL_HTH",
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"KILL_THROWING_KNIFE",
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"HEAD_POP",
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// miss_xxx
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"MISS",
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"MISS_GUNFIRE",
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"TAUNT_MISS_BLADE",
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"MISS_HTH",
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"MISS_THROWING_KNIFE",
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// ripostes to merc quotes
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"RIPOSTE"
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};
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// sevenfm: voice taunts
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BOOLEAN PlayVoiceTaunt(SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget)
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{
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CHAR8 filename[1024];
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CHAR8 filenameExtra[1024];
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CHAR16 noise[1024];
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CHAR8 buf[1024];
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INT32 iRandomTaunt = 0;
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UINT8 ubExtraTaunts = 0;
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CHECKF(pCiv);
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if (!gTauntsSettings.fTauntVoice)
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{
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return FALSE;
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}
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// show some information about taunts
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Soldier [%d] TauntType %d", pCiv->ubID, iTauntType);
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// cannot taunt when dead or collapsed
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if (pCiv->stats.bLife < OKLIFE || pCiv->bCollapsed || pCiv->bBreathCollapsed)
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Bad soldier state (dying or collapsed)");
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return FALSE;
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}
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if (iTauntType < TAUNT_FIRE_GUN || iTauntType > TAUNT_RIPOSTE)
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Bad taunt");
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return FALSE;
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}
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strcpy(filename, "VoiceTaunts");
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// prepare team
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if (pCiv->bTeam == ENEMY_TEAM)
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{
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strcat(filename, "\\Army\\");
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}
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else if (pCiv->bTeam == MILITIA_TEAM)
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{
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strcat(filename, "\\Militia\\");
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}
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else if (pCiv->bTeam == CIV_TEAM && pCiv->ubCivilianGroup != NON_CIV_GROUP)
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{
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sprintf(buf, "\\Civgroup%d\\", pCiv->ubCivilianGroup);
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strcat(filename, buf);
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}
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else
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Bad soldier team");
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return FALSE;
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}
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// prepare gender
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if (pCiv->ubBodyType <= STOCKYMALE)
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{
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strcat(filename, "Male\\");
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}
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else if (pCiv->ubBodyType == REGFEMALE)
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{
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strcat(filename, "Female\\");
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}
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else
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Incorrect bodytype");
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return FALSE;
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}
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// count possible voices
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UINT8 ubVoiceCount;
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for (ubVoiceCount = 1; ubVoiceCount < 100; ubVoiceCount++)
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{
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sprintf(buf, "%s%02d", filename, ubVoiceCount);
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strcat(buf, "\\alert.ogg");
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// check that folder exists
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if (!FileExists(buf))
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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{
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mbstowcs(noise, buf, strlen(buf) + 1);
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ScreenMsg(FONT_GREEN, MSG_INTERFACE, noise);
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}
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break;
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}
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}
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// find last good number
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ubVoiceCount--;
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if (ubVoiceCount < 1)
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"Could not find any voice folder");
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return FALSE;
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}
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if (gTauntsSettings.fTauntVoiceShowInfo)
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ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"found %d voices", ubVoiceCount);
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// prepare voice folder name
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sprintf(buf, "%02d", 1 + pCiv->ubID % ubVoiceCount);
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strcat(filename, buf);
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strcat(filename, "\\");
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// prepare base taunt filename
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strcat(filename, VoiceTauntFileName[iTauntType]);
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// count possible extra filenames
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ubExtraTaunts = 0;
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for (UINT8 ubCheck = 1; ubCheck <= 10; ubCheck++)
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{
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// check extra taunt file
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strcpy(filenameExtra, filename);
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sprintf(buf, " %d", ubExtraTaunts);
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strcat(filenameExtra, buf);
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strcat(filenameExtra, ".ogg");
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if (!FileExists(filenameExtra))
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{
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break;
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}
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ubExtraTaunts = ubCheck;
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}
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// possibly use extra taunt
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iRandomTaunt = Random(ubExtraTaunts + 1);
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if (iRandomTaunt > 0)
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{
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sprintf(buf, " %d", iRandomTaunt);
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strcat(filename, buf);
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}
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strcat(filename, ".ogg");
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// log taunt file names
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if (gTauntsSettings.fTauntVoiceShowInfo)
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{
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FILE *OutFile;
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if ((OutFile = fopen("VoiceTauntLog.txt", "a+t")) != NULL)
|
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{
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fprintf(OutFile, "Soldier [%d] TauntType %d %s\n",
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pCiv->ubID.i,
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iTauntType,
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filename);
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fclose(OutFile);
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}
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// show some information about taunts
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mbstowcs(noise, filename, strlen(filename) + 1);
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ScreenMsg(FONT_GREEN, MSG_INTERFACE, noise);
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}
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// check that taunt file exists
|
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if (!FileExists(filename))
|
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{
|
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if (gTauntsSettings.fTauntVoiceShowInfo)
|
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{
|
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mbstowcs(noise, filename, strlen(filename) + 1);
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ScreenMsg(FONT_GREEN, MSG_INTERFACE, noise);
|
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Taunt: no file %s", noise);
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}
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return FALSE;
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}
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if (gTauntsSettings.fTauntMakeNoise == TRUE)
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{
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// convert char to char16
|
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mbstowcs(noise, filename, strlen(filename) + 1);
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// use filename as taunt text, play sound later
|
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MakeNoise(pCiv->ubID, pCiv->sGridNo, pCiv->pathing.bLevel, pCiv->bOverTerrainType, (UINT8)gTauntsSettings.sVolume, NOISE_VOICE, noise);
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}
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else
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{
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// play voice taunt
|
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if (PlayJA2SampleFromFile(filename, RATE_11025, SoundVolume(HIGHVOLUME, pCiv->sGridNo), 1, SoundDir(pCiv->sGridNo)) == SOUND_ERROR)
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{
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if (gTauntsSettings.fTauntVoiceShowInfo)
|
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ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"Failed to play taunt");
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|
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return FALSE;
|
|
}
|
|
}
|
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|
|
return TRUE;
|
|
}
|