mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8623 3b4a5df2-a311-0410-b5c6-a8a6f20db521
478 lines
18 KiB
C++
478 lines
18 KiB
C++
#ifndef _DIALOG_CONTROL_H
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#define _DIALOG_CONTROL_H
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#include "faces.h"
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#include "gamescreen.h"
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#include "soldier profile type.h"
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#include <vector>
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// An enumeration for dialog quotes
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enum DialogQuoteIDs
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{
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// 0
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QUOTE_SEE_ENEMY = 0,
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QUOTE_SEE_ENEMY_VARIATION,
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QUOTE_IN_TROUBLE_SLASH_IN_BATTLE,
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QUOTE_SEE_CREATURE,
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QUOTE_FIRSTTIME_GAME_SEE_CREATURE,
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QUOTE_TRACES_OF_CREATURE_ATTACK,
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QUOTE_HEARD_SOMETHING,
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QUOTE_SMELLED_CREATURE,
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QUOTE_WEARY_SLASH_SUSPUCIOUS,
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QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE,
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//10
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QUOTE_ATTACKED_BY_MULTIPLE_CREATURES,
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QUOTE_SPOTTED_SOMETHING_ONE,
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QUOTE_SPOTTED_SOMETHING_TWO,
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QUOTE_OUT_OF_AMMO,
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QUOTE_SERIOUSLY_WOUNDED,
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QUOTE_BUDDY_1_KILLED,
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QUOTE_BUDDY_2_KILLED,
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QUOTE_LEARNED_TO_LIKE_MERC_KILLED,
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QUOTE_FORGETFULL_SLASH_CONFUSED,
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QUOTE_JAMMED_GUN,
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//20
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QUOTE_UNDER_HEAVY_FIRE,
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QUOTE_TAKEN_A_BREATING,
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QUOTE_CLOSE_CALL,
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QUOTE_NO_LINE_OF_FIRE,
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QUOTE_STARTING_TO_BLEED,
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QUOTE_NEED_SLEEP,
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QUOTE_OUT_OF_BREATH,
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QUOTE_KILLED_AN_ENEMY,
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QUOTE_KILLED_A_CREATURE,
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QUOTE_HATED_1,
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//30
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QUOTE_HATED_2,
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QUOTE_LEARNED_TO_HATE_MERC,
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QUOTE_AIM_KILLED_MIKE,
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QUOTE_MERC_QUIT_LEARN_TO_HATE = QUOTE_AIM_KILLED_MIKE,
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QUOTE_HEADSHOT,
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QUOTE_PERSONALITY_TRAIT,
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QUOTE_ASSIGNMENT_COMPLETE,
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QUOTE_REFUSING_ORDER,
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QUOTE_KILLING_DEIDRANNA,
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QUOTE_KILLING_QUEEN,
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QUOTE_ANNOYING_PC,
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//40
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QUOTE_STARTING_TO_WHINE,
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QUOTE_NEGATIVE_COMPANY,
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QUOTE_AIR_RAID,
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QUOTE_WHINE_EQUIPMENT,
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QUOTE_SOCIAL_TRAIT,
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QUOTE_PASSING_DISLIKE,
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QUOTE_EXPERIENCE_GAIN,
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QUOTE_REFUSE_TO_EATFOOD,
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QUOTE_REFUSE_TO_SMOKE,
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QUOTE_HATED_1_ARRIVES,
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QUOTE_MERC_QUIT_HATED_1 = QUOTE_HATED_1_ARRIVES,
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//50
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QUOTE_HATED_2_ARRIVES,
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QUOTE_MERC_QUIT_HATED_2 = QUOTE_HATED_2_ARRIVES,
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QUOTE_BUDDY_1_GOOD,
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QUOTE_BUDDY_2_GOOD,
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QUOTE_LEARNED_TO_LIKE_WITNESSED,
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QUOTE_DELAY_CONTRACT_RENEWAL,
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QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL,
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QUOTE_AIM_SEEN_MIKE,
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QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE,
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QUOTE_BLINDED,
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QUOTE_DEFINITE_CANT_DO,
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QUOTE_LISTEN_LIKABLE_PERSON,
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QUOTE_ENEMY_PRESENCE,
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//60
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QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT,
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QUOTE_FOUND_SOMETHING_SPECIAL,
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QUOTE_SATISFACTION_WITH_GUN_AFTER_KILL,
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QUOTE_SPOTTED_JOEY,
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QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO,
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QUOTE_SECTOR_SAFE,
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QUOTE_STUFF_MISSING_DRASSEN,
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QUOTE_KILLED_FACTORY_MANAGER,
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QUOTE_SPOTTED_BLOODCAT,
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QUOTE_END_GAME_COMMENT,
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//70
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QUOTE_ENEMY_RETREATED,
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QUOTE_GOING_TO_AUTO_SLEEP,
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QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT, // woke up from auto sleep, going back to work
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QUOTE_ME_TOO, // me too quote, in agreement with whatever the merc previous said
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QUOTE_USELESS_ITEM,
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QUOTE_BOOBYTRAP_ITEM,
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QUOTE_SUSPICIOUS_GROUND,
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QUOTE_DROWNING,
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QUOTE_MERC_REACHED_DESTINATION,
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QUOTE_JA2UB_LAPTOP_FIXED, // JA2UB: played when the laptop is fixed
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//80
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QUOTE_REPUTATION_REFUSAL, //80
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QUOTE_NON_AIM_BUDDY_3_KILLED = QUOTE_REPUTATION_REFUSAL,
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QUOTE_DEATH_RATE_REFUSAL, //= 81,
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QUOTE_NON_AIM_BUDDY_4_KILLED = QUOTE_DEATH_RATE_REFUSAL,
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QUOTE_LAME_REFUSAL, //= 82,
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QUOTE_NON_AIM_BUDDY_5_KILLED = QUOTE_LAME_REFUSAL,
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QUOTE_WONT_RENEW_CONTRACT_LAME_REFUSAL, //=83,
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QUOTE_NON_AIM_HATED_3 = QUOTE_WONT_RENEW_CONTRACT_LAME_REFUSAL,
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QUOTE_ANSWERING_MACHINE_MSG, //= 84,
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QUOTE_NON_AIM_HATED_4 = QUOTE_ANSWERING_MACHINE_MSG,
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QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE, //=85,
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QUOTE_NON_AIM_HATED_5 = QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE,
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QUOTE_HATED_1_ON_TEAM,// = 86,
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QUOTE_NON_AIM_BUDDY_3_GOOD = QUOTE_HATED_1_ON_TEAM,
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QUOTE_HATED_2_ON_TEAM,// = 87,
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QUOTE_NON_AIM_BUDDY_4_GOOD = QUOTE_HATED_2_ON_TEAM,
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QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM,// = 88,
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QUOTE_NON_AIM_BUDDY_5_GOOD = QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM,
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QUOTE_CONTRACTS_OVER,// = 89,
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QUOTE_MERC_QUIT_HATED_3 = QUOTE_CONTRACTS_OVER,
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//90
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QUOTE_ACCEPT_CONTRACT_RENEWAL, // =90,
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QUOTE_MERC_QUIT_HATED_4 = QUOTE_ACCEPT_CONTRACT_RENEWAL,
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QUOTE_CONTRACT_ACCEPTANCE,// =91,
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QUOTE_MERC_QUIT_HATED_5 = QUOTE_CONTRACT_ACCEPTANCE,
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QUOTE_JOINING_CAUSE_BUDDY_1_ON_TEAM,// = 92,
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QUOTE_JOINING_CAUSE_BUDDY_2_ON_TEAM,// = 93,
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QUOTE_JOINING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM,// = 94,
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QUOTE_REFUSAL_RENEW_DUE_TO_MORALE,// = 95,
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QUOTE_PRECEDENT_TO_REPEATING_ONESELF,// = 96,
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QUOTE_REFUSAL_TO_JOIN_LACK_OF_FUNDS,// = 97,
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QUOTE_DEPART_COMMET_CONTRACT_NOT_RENEWED_OR_TERMINATED_UNDER_48,// = 98,
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QUOTE_DEATH_RATE_RENEWAL,
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//100
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QUOTE_HATED_1_ON_TEAM_WONT_RENEW,
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QUOTE_HATED_2_ON_TEAM_WONT_RENEW,
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QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW,
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QUOTE_RENEWING_CAUSE_BUDDY_1_ON_TEAM,
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QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM,
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QUOTE_RENEWING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM,
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QUOTE_PRECEDENT_TO_REPEATING_ONESELF_RENEW,
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QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS,
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QUOTE_GREETING,
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QUOTE_SMALL_TALK,
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//110
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QUOTE_IMPATIENT_QUOTE,
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QUOTE_LENGTH_OF_CONTRACT,
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QUOTE_COMMENT_BEFORE_HANG_UP,
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QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE, // played when we refuse to be hired because hated person is present and hatetime >= 24 (else play QUOTE_HATED_1_ON_TEAM)
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QUOTE_HATED_2_ON_TEAM_LONGTIMETOHATE,
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QUOTE_MERC_LEAVING_ALSUCO_SOON,
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QUOTE_MERC_GONE_UP_IN_PRICE,
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#ifdef JA2UB
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QUOTE_ENTER_SECTOR_WITH_FAN_1,
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QUOTE_ENTER_SECTOR_WITH_FAN_2,
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#endif
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QUOTE_AIM_BUDDY_3_KILLED = 119,
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//120
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QUOTE_AIM_BUDDY_4_KILLED,
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QUOTE_AIM_BUDDY_5_KILLED,
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QUOTE_AIM_HATED_3,
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QUOTE_AIM_HATED_4,
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QUOTE_AIM_HATED_5,
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QUOTE_HATED_3_ARRIVES,
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QUOTE_HATED_4_ARRIVES,
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QUOTE_HATED_5_ARRIVES,
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QUOTE_AIM_BUDDY_3_GOOD,
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QUOTE_AIM_BUDDY_4_GOOD,
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//130
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QUOTE_AIM_BUDDY_5_GOOD,
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QUOTE_HATED_3_ON_TEAM,
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QUOTE_HATED_4_ON_TEAM,
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QUOTE_HATED_5_ON_TEAM,
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QUOTE_JOINING_CAUSE_BUDDY_3_ON_TEAM,
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QUOTE_JOINING_CAUSE_BUDDY_4_ON_TEAM,
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QUOTE_JOINING_CAUSE_BUDDY_5_ON_TEAM,
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QUOTE_HATED_3_ON_TEAM_WONT_RENEW,
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QUOTE_HATED_4_ON_TEAM_WONT_RENEW,
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QUOTE_HATED_5_ON_TEAM_WONT_RENEW,
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//140
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QUOTE_RENEWING_CAUSE_BUDDY_3_ON_TEAM,
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QUOTE_RENEWING_CAUSE_BUDDY_4_ON_TEAM,
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QUOTE_RENEWING_CAUSE_BUDDY_5_ON_TEAM,
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QUOTE_HATED_3_ON_TEAM_LONGTIMETOHATE,
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QUOTE_HATED_4_ON_TEAM_LONGTIMETOHATE,
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QUOTE_HATED_5_ON_TEAM_LONGTIMETOHATE,
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};
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#define DEFAULT_EXTERN_PANEL_X_POS 320
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#define DEFAULT_EXTERN_PANEL_Y_POS 40
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#define DIALOGUE_TACTICAL_UI 1
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#define DIALOGUE_CONTACTPAGE_UI 2
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#define DIALOGUE_NPC_UI 3
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#define DIALOGUE_SPECK_CONTACT_PAGE_UI 4
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#define DIALOGUE_EXTERNAL_NPC_UI 5
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#define DIALOGUE_SHOPKEEPER_UI 6
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#define DIALOGUE_SNITCH_UI 7 // anv: special handle for snitch dialogue
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#define DIALOGUE_SPECIAL_EVENT_GIVE_ITEM 0x00000001
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#define DIALOGUE_SPECIAL_EVENT_TRIGGER_NPC 0x00000002
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#define DIALOGUE_SPECIAL_EVENT_GOTO_GRIDNO 0x00000004
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#define DIALOGUE_SPECIAL_EVENT_DO_ACTION 0x00000008
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#define DIALOGUE_SPECIAL_EVENT_CLOSE_PANEL 0x00000010
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#define DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC 0x00000020
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#define DIALOGUE_SPECIAL_EVENT_BEGINPREBATTLEINTERFACE 0x00000040
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#define DIALOGUE_SPECIAL_EVENT_SKYRIDERMAPSCREENEVENT 0x00000080
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#define DIALOGUE_SPECIAL_EVENT_SHOW_CONTRACT_MENU 0x00000100
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#define DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT 0x00000200
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#define DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU 0x00000400
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#define DIALOGUE_SPECIAL_EVENT_ENABLE_AI 0x00000800
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#define DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES 0x00001000
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#ifdef JA2UB
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#define DIALOGUE_SPECIAL_EVENT_JERRY_MILO 0x00002000
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#else
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#define DIALOGUE_SPECIAL_EVENT_CONTINUE_TRAINING_MILITIA 0x00002000
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#endif
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#define DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING 0x00004000
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#define DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE 0x00008000
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#define DIALOGUE_SPECIAL_EVENT_SLEEP 0x00010000
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#define DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND 0x00020000
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#define DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START 0x00040000
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#define DIALOGUE_SPECIAL_EVENT_SHOPKEEPER 0x00080000
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#define DIALOGUE_SPECIAL_EVENT_SKIP_A_FRAME 0x00100000
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#define DIALOGUE_SPECIAL_EVENT_EXIT_MAP_SCREEN 0x00200000
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#define DIALOGUE_SPECIAL_EVENT_DISPLAY_STAT_CHANGE 0x00400000
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#define DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG 0x00800000
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#define DIALOGUE_SPECIAL_EVENT_TRIGGERPREBATTLEINTERFACE 0x01000000
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#define DIALOGUE_ADD_EVENT_FOR_SOLDIER_UPDATE_BOX 0x02000000
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#define DIALOGUE_SPECIAL_EVENT_ENTER_MAPSCREEN 0x04000000
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#define DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE 0x08000000
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#define DIALOGUE_SPECIAL_EVENT_REMOVE_EPC 0x10000000
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#define DIALOGUE_SPECIAL_EVENT_CONTRACT_WANTS_TO_RENEW 0x20000000
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#define DIALOGUE_SPECIAL_EVENT_CONTRACT_NOGO_TO_RENEW 0x40000000
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#define DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP 0x80000000
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#ifdef JA2UB
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#define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x20000000
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#define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x10000000
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#else
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#define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x00000001
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#define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x00000002
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#endif
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#define MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE 0x00000004
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#define MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE 0x00000008
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#ifdef JA2UB
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enum{
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JERRY_MELO_FACE = 6,
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NUMBER_OF_EXTERNAL_NPC_FACES,
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};
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#endif
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enum{
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SKYRIDER_EXTERNAL_FACE =0,
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WALDO_EXTERNAL_FACE,
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//MINER_FRED_EXTERNAL_FACE,
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//MINER_MATT_EXTERNAL_FACE,
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//MINER_OSWALD_EXTERNAL_FACE,
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//MINER_CALVIN_EXTERNAL_FACE,
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//MINER_CARL_EXTERNAL_FACE,
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//NUMBER_OF_EXTERNAL_NPC_FACES,
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};
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// soldier up-date box reasons
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enum{
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UPDATE_BOX_REASON_ADDSOLDIER =0,
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UPDATE_BOX_REASON_SET_REASON,
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UPDATE_BOX_REASON_SHOW_BOX,
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};
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#ifdef JA2UB
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extern UINT32 uiExternalStaticNPCFacesUB[ ];
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extern UINT32 uiExternalFaceProfileIdsUB[ ];
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#endif
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//extern UINT32 uiExternalStaticNPCFaces[ ];
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extern std::vector<UINT32> uiExternalStaticNPCFaces;
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//extern UINT32 uiExternalFaceProfileIds[ ];
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// Functions for handling dialogue Q
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BOOLEAN InitalizeDialogueControl();
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void ShutdownDialogueControl();
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void EmptyDialogueQueue( );
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void HandleDialogue( );
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void HandleImportantMercQuote( SOLDIERTYPE * pSoldier, UINT16 usQuoteNumber );
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// Send in a profile number to see if text dialog exists for this guy....
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BOOLEAN DialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN fWavFile, STR8 *ppStr );
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// Do special event as well as dialogue!
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BOOLEAN CharacterDialogueWithSpecialEvent( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2 );
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// Do special event as well as dialogue!
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BOOLEAN CharacterDialogueWithSpecialEventEx( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
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// A higher level function used for tactical quotes
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BOOLEAN TacticalCharacterDialogueWithSpecialEvent( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2 );
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// A higher level function used for tactical quotes
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BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
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// A higher level function used for tactical quotes
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BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
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BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT8 ubEventType, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
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// Flugente: additional dialogue
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enum AdditionalDialogEvents
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{
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ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
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ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
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ADE_OMERTA_ENTRY, // similar to an IMP, we can comment upon the initial Omerta landing
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ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
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ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
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ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
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ADE_DIALOGUE_NPC_DIRECT,
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ADE_DIALOGUE_NPC_THREATEN,
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ADE_DIALOGUE_NPC_RECRUIT,
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ADE_DIALOGUE_NPC_REPEAT,
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ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, // we've successfully recruited an RPC, and might comment on that
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ADE_SEX, // does exactly what you think it does
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ADE_WEATHERCHANGE, // the weather has changed, and we can warn the player about that
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ADE_SKILL_RESULT, // we used a skill, and comment on the result
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ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
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ADE_CONSUMEITEM, // we applied an item to us
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ADE_NPC_DEATH, // someone died
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};
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// We call this function from several places. It uses the dialogue functions, but calls a Lua script to know whether something, and what, should be said
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// This allows us to call a lot of very specific dialogue for individual mercs without the need to define what exactly should be said in the code -
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// a modder can simply control in Lua what should happen
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BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0 );
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// call event for all mercs in a sector
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void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
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UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
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void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
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UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
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// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
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void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
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// Flugente: replace text with other text
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BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
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// A higher level function used for tactical quotes
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BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
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// A more general purpose function for processing quotes
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BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed );
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BOOLEAN SnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex,
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UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2,
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UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4,
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UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed );
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// A special event can be setup which can be queued with other speech
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BOOLEAN SpecialCharacterDialogueEvent( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, INT32 iFaceIndex, UINT8 bUIHandlerID );
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// Same as above, for triggers, with extra param to hold approach value
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BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4, INT32 iFaceIndex, UINT8 bUIHandlerID );
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// execute specific character dialogue
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BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fSoldier );
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BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, UINT8 ubSnitchEventType, UINT8 ubSnitchTargetID, UINT8 ubSecondarySnitchTargetID );
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// Called when a face stops talking...
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void HandleDialogueEnd( FACETYPE *pFace );
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// shut down last quotetext box
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void ShutDownLastQuoteTacticalTextBox( void );
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// Called to advance speech
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// Used for option when no speech sound file
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void DialogueAdvanceSpeech( );
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BOOLEAN DialogueQueueIsEmpty( );
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BOOLEAN DialogueQueueIsEmptyOrSomebodyTalkingNow( );
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// Adjust the face, etc when switching from panel to extern panel...
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void HandleDialogueUIAdjustments( );
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// pause game time during
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void PauseTimeDuringNextQuote( );
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void UnPauseGameDuringNextQuote( void );
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// set up and shutdown static external NPC faces
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void InitalizeStaticExternalNPCFaces( void );
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void ShutdownStaticExternalNPCFaces( void );
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void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum );
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void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usQuoteNum );
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void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum );
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void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex );
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void ExecuteTacticalTextBox( INT16 sLeftPosition, STR16 pString );
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void ExecuteTacticalTextBoxForLastQuote( INT16 sLeftPosition, STR16 pString );
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UINT32 FindDelayForString( STR16 sString );
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void BeginLoggingForBleedMeToos( BOOLEAN fStart );
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void UnSetEngagedInConvFromPCAction( SOLDIERTYPE *pSoldier );
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void SetEngagedInConvFromPCAction( SOLDIERTYPE *pSoldier );
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extern UINT32 guiDialogueLastQuoteTime;
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extern UINT32 guiDialogueLastQuoteDelay;
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void SetStopTimeQuoteCallback( MODAL_HOOK pCallBack );
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BOOLEAN DialogueActive( );
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extern INT32 giNPCReferenceCount;
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extern INT32 giNPCSpecialReferenceCount;
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#define NUMBER_VALID_MERC_PRECEDENT_QUOTES 13
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extern UINT8 gubMercValidPrecedentQuoteID[ NUMBER_VALID_MERC_PRECEDENT_QUOTES ];
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BOOLEAN ShouldMercSayPrecedentToRepeatOneSelf( UINT8 ubMercID, UINT32 uiQuoteID );
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BOOLEAN GetMercPrecedentQuoteBitStatus( UINT8 ubMercID, UINT8 ubQuoteBit );
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BOOLEAN SetMercPrecedentQuoteBitStatus( UINT8 ubMercID, UINT8 ubBitToSet );
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BOOLEAN IsQuoteInPrecedentArray( UINT32 uiQuoteID );
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UINT8 GetQuoteBitNumberFromQuoteID( UINT32 uiQuoteID );
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void HandleShutDownOfMapScreenWhileExternfaceIsTalking( void );
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void StopAnyCurrentlyTalkingSpeech( );
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// handle pausing of the dialogue queue
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void PauseDialogueQueue( void );
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// unpause the dialogue queue
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void UnPauseDialogueQueue( void );
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void SetExternMapscreenSpeechPanelXY( INT16 sXPos, INT16 sYPos );
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#ifdef JA2UB
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void RemoveJerryMiloBrokenLaptopOverlay();
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#endif
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#endif |