Files
source/TacticalAI/NPC.h
T

216 lines
6.3 KiB
C

#ifndef NPC_H
#define NPC_H
#include "mapscreen.h"
#include "FileMan.h"
#define NUM_NPC_QUOTE_RECORDS 50
//#define IRRELEVANT 255
//#define NO_QUEST 255
//#define NO_FACT 255
//#define NO_QUOTE 255
#define MUST_BE_NEW_DAY 254
#define INITIATING_FACTOR 30
#define TURN_FLAG_ON( a, b ) (a |= b)
#define TURN_FLAG_OFF( a, b ) (a &= ~(b))
#define CHECK_FLAG( a, b) (a & b)
#define QUOTE_FLAG_SAID 0x0001
#define QUOTE_FLAG_ERASE_ONCE_SAID 0x0002
#define QUOTE_FLAG_SAY_ONCE_PER_CONVO 0x0004
#define NPC_TALK_RADIUS 4
#define TURN_UI_OFF 65000
#define TURN_UI_ON 65001
#define SPECIAL_TURN_UI_OFF 65002
#define SPECIAL_TURN_UI_ON 65003
#define LARGE_AMOUNT_MONEY 1000
#define ACCEPT_ANY_ITEM 1000
#define ANY_RIFLE 1001
typedef struct
{
//SB: unify structure for all versions
// #if defined( CRIPPLED_VERSION ) || defined( RUSSIAN )
// UINT8 ubIdentifier[4];
// #endif
UINT16 fFlags;
// conditions
union
{
INT16 sRequiredItem; // item NPC must have to say quote
INT16 sRequiredGridno; // location for NPC req'd to say quote
};
UINT16 usFactMustBeTrue; // ...before saying quote
UINT16 usFactMustBeFalse; // ...before saying quote
UINT8 ubQuest; // quest must be current to say quote
UINT8 ubFirstDay; // first day quote can be said
UINT8 ubLastDay; // last day quote can be said
UINT8 ubApproachRequired; // must use this approach to generate quote
UINT8 ubOpinionRequired; // opinion needed for this quote 13 bytes
// quote to say (if any)
UINT8 ubQuoteNum; // this is the quote to say
UINT8 ubNumQuotes; // total # of quotes to say 15 bytes
// actions
UINT8 ubStartQuest;
UINT8 ubEndQuest;
UINT8 ubTriggerNPC;
UINT8 ubTriggerNPCRec;
UINT8 ubFiller; // 20 bytes
UINT16 usSetFactTrue;
UINT16 usGiftItem; // item NPC gives to merc after saying quote
UINT16 usGoToGridno;
INT16 sActionData; // special action value
//SB: unify structure for all versions
//#if !defined( CRIPPLED_VERSION ) && !defined( RUSSIAN )
UINT8 ubUnused[4];
//#endif
} NPCQuoteInfo; // 32 bytes
typedef enum
{
APPROACH_FRIENDLY = 1,
APPROACH_DIRECT,
APPROACH_THREATEN,
APPROACH_RECRUIT,
APPROACH_REPEAT,
APPROACH_GIVINGITEM,
NPC_INITIATING_CONV,
NPC_INITIAL_QUOTE,
NPC_WHOAREYOU,
TRIGGER_NPC,
APPROACH_GIVEFIRSTAID,
APPROACH_SPECIAL_INITIAL_QUOTE,
APPROACH_ENEMY_NPC_QUOTE,
APPROACH_DECLARATION_OF_HOSTILITY,
APPROACH_EPC_IN_WRONG_SECTOR,
APPROACH_EPC_WHO_IS_RECRUITED,
APPROACH_INITIAL_QUOTE,
APPROACH_CLOSING_SHOP,
APPROACH_SECTOR_NOT_SAFE,
APPROACH_DONE_SLAPPED, // 20
APPROACH_DONE_PUNCH_0,
APPROACH_DONE_PUNCH_1,
APPROACH_DONE_PUNCH_2,
APPROACH_DONE_OPEN_STRUCTURE,
APPROACH_DONE_GET_ITEM, // 25
APPROACH_DONE_GIVING_ITEM,
APPROACH_DONE_TRAVERSAL,
APPROACH_BUYSELL,
APPROACH_ONE_OF_FOUR_STANDARD,
APPROACH_FRIENDLY_DIRECT_OR_RECRUIT, // 30
} Approaches;
typedef enum
{
QUOTE_INTRO = 0,
QUOTE_SUBS_INTRO,
QUOTE_FRIENDLY_DEFAULT1,
QUOTE_FRIENDLY_DEFAULT2,
QUOTE_GIVEITEM_NO,
QUOTE_DIRECT_DEFAULT,
QUOTE_THREATEN_DEFAULT,
QUOTE_RECRUIT_NO,
QUOTE_BYE,
QUOTE_GETLOST
} StandardQuoteIDs;
#define NUM_REAL_APPROACHES APPROACH_RECRUIT
#define CONVO_DIST 5
extern INT8 gbFirstApproachFlags[4];
extern UINT8 gubTeamPenalty;
extern void ShutdownNPCQuotes( void );
extern void SetQuoteRecordAsUsed( UINT8 ubNPC, UINT8 ubRecord );
// uiApproachData is used for approach things like giving items, etc.
extern UINT8 CalcDesireToTalk( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach );
extern void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData );
extern BOOLEAN NPCOkToGiveItem( UINT8 ubNPC, UINT8 ubMerc, UINT16 usItem );
extern void NPCReachedDestination( SOLDIERTYPE * pNPC, BOOLEAN fAlreadyThere );
extern void PCsNearNPC( UINT8 ubNPC );
extern BOOLEAN PCDoesFirstAidOnNPC( UINT8 ubNPC );
extern void TriggerNPCRecord( UINT8 ubTriggerNPC, UINT8 ubTriggerNPCRec );
extern BOOLEAN TriggerNPCWithIHateYouQuote( UINT8 ubTriggerNPC );
extern void TriggerNPCRecordImmediately( UINT8 ubTriggerNPC, UINT8 ubTriggerNPCRec );
extern BOOLEAN TriggerNPCWithGivenApproach( UINT8 ubTriggerNPC, UINT8 ubApproach, BOOLEAN fShowPanel );
extern BOOLEAN ReloadQuoteFile( UINT8 ubNPC );
extern BOOLEAN ReloadAllQuoteFiles( void );
// Save and loads the npc info to a saved game file
extern BOOLEAN SaveNPCInfoToSaveGameFile( HWFILE hFile );
BOOLEAN LoadNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
extern void TriggerFriendWithHostileQuote( UINT8 ubNPC );
extern void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT16 sOldGridNo, INT16 sNewGridNo );
extern UINT8 ActionIDForMovementRecord( UINT8 ubNPC, UINT8 ubRecord );
// total amount given to doctors
extern UINT32 uiTotalAmountGivenToDoctors;
// handle money being npc being
extern BOOLEAN HandleNPCBeingGivenMoneyByPlayer( UINT8 ubNPCId, UINT32 uiMoneyAmount, UINT8 *pQuoteValue );
// given a victory in this sector, handle specific facts
void HandleVictoryInNPCSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
// check if this shopkeep has been shutdown, if so do soething and return the fact
BOOLEAN HandleShopKeepHasBeenShutDown( UINT8 ubCharNum );
BOOLEAN NPCHasUnusedRecordWithGivenApproach( UINT8 ubNPC, UINT8 ubApproach );
BOOLEAN NPCWillingToAcceptItem( UINT8 ubNPC, UINT8 ubMerc, OBJECTTYPE * pObj );
BOOLEAN SaveBackupNPCInfoToSaveGameFile( HWFILE hFile );
BOOLEAN LoadBackupNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
#ifdef JA2BETAVERSION
void ToggleNPCRecordDisplay( void );
#endif
void UpdateDarrelScriptToGoTo( SOLDIERTYPE * pSoldier );
#define WALTER_BRIBE_AMOUNT 20000
BOOLEAN GetInfoForAbandoningEPC( UINT8 ubNPC, UINT16 * pusQuoteNum, UINT16 * pusFactToSetTrue );
BOOLEAN RecordHasDialogue( UINT8 ubNPC, UINT8 ubRecord );
INT8 ConsiderCivilianQuotes( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, BOOLEAN fSetAsUsed );
void ResetOncePerConvoRecordsForNPC( UINT8 ubNPC );
void HandleNPCChangesForTacticalTraversal( SOLDIERTYPE * pSoldier );
BOOLEAN NPCHasUnusedHostileRecord( UINT8 ubNPC, UINT8 ubApproach );
void ResetOncePerConvoRecordsForAllNPCsInLoadedSector( void );
#endif