Files
source/Tactical/Dialogue Control.h
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

391 lines
13 KiB
C++

#ifndef _DIALOG_CONTROL_H
#define _DIALOG_CONTROL_H
#include "faces.h"
#include "gamescreen.h"
#include "soldier profile type.h"
#include <vector>
typedef struct
{
UINT16 uiIndex; // add
BOOLEAN EnabledSound;
} SOUND_PROFILE_VALUES;
extern SOUND_PROFILE_VALUES gSoundProfileValue[NUM_PROFILES];
// An enumeration for dialog quotes
enum DialogQuoteIDs
{
// 0
QUOTE_SEE_ENEMY = 0,
QUOTE_SEE_ENEMY_VARIATION,
QUOTE_IN_TROUBLE_SLASH_IN_BATTLE,
QUOTE_SEE_CREATURE,
QUOTE_FIRSTTIME_GAME_SEE_CREATURE,
QUOTE_TRACES_OF_CREATURE_ATTACK,
QUOTE_HEARD_SOMETHING,
QUOTE_SMELLED_CREATURE,
QUOTE_WEARY_SLASH_SUSPUCIOUS,
QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE,
//10
QUOTE_ATTACKED_BY_MULTIPLE_CREATURES,
QUOTE_SPOTTED_SOMETHING_ONE,
QUOTE_SPOTTED_SOMETHING_TWO,
QUOTE_OUT_OF_AMMO,
QUOTE_SERIOUSLY_WOUNDED,
QUOTE_BUDDY_ONE_KILLED,
QUOTE_BUDDY_TWO_KILLED,
QUOTE_LEARNED_TO_LIKE_MERC_KILLED,
QUOTE_FORGETFULL_SLASH_CONFUSED,
QUOTE_JAMMED_GUN,
//20
QUOTE_UNDER_HEAVY_FIRE,
QUOTE_TAKEN_A_BREATING,
QUOTE_CLOSE_CALL,
QUOTE_NO_LINE_OF_FIRE,
QUOTE_STARTING_TO_BLEED,
QUOTE_NEED_SLEEP,
QUOTE_OUT_OF_BREATH,
QUOTE_KILLED_AN_ENEMY,
QUOTE_KILLED_A_CREATURE,
QUOTE_HATED_MERC_ONE,
//30
QUOTE_HATED_MERC_TWO,
QUOTE_LEARNED_TO_HATE_MERC,
QUOTE_AIM_KILLED_MIKE,
QUOTE_MERC_QUIT_LEARN_TO_HATE = QUOTE_AIM_KILLED_MIKE,
QUOTE_HEADSHOT,
QUOTE_PERSONALITY_TRAIT,
QUOTE_ASSIGNMENT_COMPLETE,
QUOTE_REFUSING_ORDER,
QUOTE_KILLING_DEIDRANNA,
QUOTE_KILLING_QUEEN,
QUOTE_ANNOYING_PC,
//40
QUOTE_STARTING_TO_WHINE,
QUOTE_NEGATIVE_COMPANY,
QUOTE_AIR_RAID,
QUOTE_WHINE_EQUIPMENT,
QUOTE_SOCIAL_TRAIT,
QUOTE_PASSING_DISLIKE,
QUOTE_EXPERIENCE_GAIN,
QUOTE_PRE_NOT_SMART,
QUOTE_POST_NOT_SMART,
QUOTE_HATED_1_ARRIVES,
QUOTE_MERC_QUIT_HATED1 = QUOTE_HATED_1_ARRIVES,
//50
QUOTE_HATED_2_ARRIVES,
QUOTE_MERC_QUIT_HATED2 = QUOTE_HATED_2_ARRIVES,
QUOTE_BUDDY_1_GOOD,
QUOTE_BUDDY_2_GOOD,
QUOTE_LEARNED_TO_LIKE_WITNESSED,
QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL,
QUOTE_AIM_SEEN_MIKE,
QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE,
QUOTE_BLINDED,
QUOTE_DEFINITE_CANT_DO,
QUOTE_LISTEN_LIKABLE_PERSON,
QUOTE_ENEMY_PRESENCE,
//60
QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT,
QUOTE_FOUND_SOMETHING_SPECIAL,
QUOTE_SATISFACTION_WITH_GUN_AFTER_KILL,
QUOTE_SPOTTED_JOEY,
QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO,
QUOTE_SECTOR_SAFE,
QUOTE_STUFF_MISSING_DRASSEN,
QUOTE_KILLED_FACTORY_MANAGER,
QUOTE_SPOTTED_BLOODCAT,
QUOTE_END_GAME_COMMENT,
//70
QUOTE_ENEMY_RETREATED,
QUOTE_GOING_TO_AUTO_SLEEP,
QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT, // woke up from auto sleep, going back to wo
QUOTE_ME_TOO, // me too quote, in agreement with whatever the merc previous said
QUOTE_USELESS_ITEM,
QUOTE_BOOBYTRAP_ITEM,
QUOTE_SUSPICIOUS_GROUND,
QUOTE_DROWNING,
QUOTE_MERC_REACHED_DESTINATION,
QUOTE_SPARE2,
//80
QUOTE_REPUTATION_REFUSAL,
QUOTE_DEATH_RATE_REFUSAL, //= 99,
QUOTE_LAME_REFUSAL, //= 82,
QUOTE_WONT_RENEW_CONTRACT_LAME_REFUSAL, // ARM: now unused
QUOTE_ANSWERING_MACHINE_MSG,
QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE,
QUOTE_HATE_MERC_1_ON_TEAM,// = 100,
QUOTE_HATE_MERC_2_ON_TEAM,// = 101,
QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM,// = 102,
QUOTE_CONTRACTS_OVER,// = 89,
//90
QUOTE_ACCEPT_CONTRACT_RENEWAL,
QUOTE_CONTRACT_ACCEPTANCE,
QUOTE_JOINING_CAUSE_BUDDY_1_ON_TEAM,// = 103,
QUOTE_JOINING_CAUSE_BUDDY_2_ON_TEAM,// = 104,
QUOTE_JOINING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM,// = 105,
QUOTE_REFUSAL_RENEW_DUE_TO_MORALE,// = 95,
QUOTE_PRECEDENT_TO_REPEATING_ONESELF,// = 106,
QUOTE_REFUSAL_TO_JOIN_LACK_OF_FUNDS,// = 107,
QUOTE_DEPART_COMMET_CONTRACT_NOT_RENEWED_OR_TERMINATED_UNDER_48,// = 98,
QUOTE_DEATH_RATE_RENEWAL,
//100
QUOTE_HATE_MERC_1_ON_TEAM_WONT_RENEW,
QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW,
QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW,
QUOTE_RENEWING_CAUSE_BUDDY_1_ON_TEAM,
QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM,
QUOTE_RENEWING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM,
QUOTE_PRECEDENT_TO_REPEATING_ONESELF_RENEW,
QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS,
QUOTE_GREETING,
QUOTE_SMALL_TALK,
//110
QUOTE_IMPATIENT_QUOTE,
QUOTE_LENGTH_OF_CONTRACT,
QUOTE_COMMENT_BEFORE_HANG_UP,
QUOTE_PERSONALITY_BIAS_WITH_MERC_1,
QUOTE_PERSONALITY_BIAS_WITH_MERC_2,
QUOTE_MERC_LEAVING_ALSUCO_SOON,
QUOTE_MERC_GONE_UP_IN_PRICE,
#ifdef JA2UB
QUOTE_ENTER_SECTOR_WITH_FAN_1,
QUOTE_ENTER_SECTOR_WITH_FAN_2,
#endif
} ;
#define DEFAULT_EXTERN_PANEL_X_POS 320
#define DEFAULT_EXTERN_PANEL_Y_POS 40
#define DIALOGUE_TACTICAL_UI 1
#define DIALOGUE_CONTACTPAGE_UI 2
#define DIALOGUE_NPC_UI 3
#define DIALOGUE_SPECK_CONTACT_PAGE_UI 4
#define DIALOGUE_EXTERNAL_NPC_UI 5
#define DIALOGUE_SHOPKEEPER_UI 6
#define DIALOGUE_SPECIAL_EVENT_GIVE_ITEM 0x00000001
#define DIALOGUE_SPECIAL_EVENT_TRIGGER_NPC 0x00000002
#define DIALOGUE_SPECIAL_EVENT_GOTO_GRIDNO 0x00000004
#define DIALOGUE_SPECIAL_EVENT_DO_ACTION 0x00000008
#define DIALOGUE_SPECIAL_EVENT_CLOSE_PANEL 0x00000010
#define DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC 0x00000020
#define DIALOGUE_SPECIAL_EVENT_BEGINPREBATTLEINTERFACE 0x00000040
#define DIALOGUE_SPECIAL_EVENT_SKYRIDERMAPSCREENEVENT 0x00000080
#define DIALOGUE_SPECIAL_EVENT_SHOW_CONTRACT_MENU 0x00000100
#define DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT 0x00000200
#define DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU 0x00000400
#define DIALOGUE_SPECIAL_EVENT_ENABLE_AI 0x00000800
#define DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES 0x00001000
#ifdef JA2UB
#define DIALOGUE_SPECIAL_EVENT_JERRY_MILO 0x00002000
#else
#define DIALOGUE_SPECIAL_EVENT_CONTINUE_TRAINING_MILITIA 0x00002000
#endif
#define DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING 0x00004000
#define DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE 0x00008000
#define DIALOGUE_SPECIAL_EVENT_SLEEP 0x00010000
#define DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND 0x00020000
#define DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START 0x00040000
#define DIALOGUE_SPECIAL_EVENT_SHOPKEEPER 0x00080000
#define DIALOGUE_SPECIAL_EVENT_SKIP_A_FRAME 0x00100000
#define DIALOGUE_SPECIAL_EVENT_EXIT_MAP_SCREEN 0x00200000
#define DIALOGUE_SPECIAL_EVENT_DISPLAY_STAT_CHANGE 0x00400000
#define DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG 0x00800000
#define DIALOGUE_SPECIAL_EVENT_TRIGGERPREBATTLEINTERFACE 0x01000000
#define DIALOGUE_ADD_EVENT_FOR_SOLDIER_UPDATE_BOX 0x02000000
#define DIALOGUE_SPECIAL_EVENT_ENTER_MAPSCREEN 0x04000000
#define DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE 0x08000000
#define DIALOGUE_SPECIAL_EVENT_REMOVE_EPC 0x10000000
#define DIALOGUE_SPECIAL_EVENT_CONTRACT_WANTS_TO_RENEW 0x20000000
#define DIALOGUE_SPECIAL_EVENT_CONTRACT_NOGO_TO_RENEW 0x40000000
#define DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP 0x80000000
#ifdef JA2UB
#define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x20000000
#define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x10000000
#else
#define MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA 0x00000001
#define MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING 0x00000002
#endif
#ifdef JA2UB
enum{
JERRY_MELO_FACE = 6,
NUMBER_OF_EXTERNAL_NPC_FACES,
};
#endif
enum{
SKYRIDER_EXTERNAL_FACE =0,
//MINER_FRED_EXTERNAL_FACE,
//MINER_MATT_EXTERNAL_FACE,
//MINER_OSWALD_EXTERNAL_FACE,
//MINER_CALVIN_EXTERNAL_FACE,
//MINER_CARL_EXTERNAL_FACE,
//NUMBER_OF_EXTERNAL_NPC_FACES,
};
// soldier up-date box reasons
enum{
UPDATE_BOX_REASON_ADDSOLDIER =0,
UPDATE_BOX_REASON_SET_REASON,
UPDATE_BOX_REASON_SHOW_BOX,
};
#ifdef JA2UB
extern UINT32 uiExternalStaticNPCFacesUB[ ];
extern UINT32 uiExternalFaceProfileIdsUB[ ];
#endif
//extern UINT32 uiExternalStaticNPCFaces[ ];
extern std::vector<UINT32> uiExternalStaticNPCFaces;
//extern UINT32 uiExternalFaceProfileIds[ ];
// Functions for handling dialogue Q
BOOLEAN InitalizeDialogueControl();
void ShutdownDialogueControl();
void EmptyDialogueQueue( );
void HandleDialogue( );
void HandleImportantMercQuote( SOLDIERTYPE * pSoldier, UINT16 usQuoteNumber );
// Send in a profile number to see if text dialog exists for this guy....
BOOLEAN DialogueDataFileExistsForProfile( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN fWavFile, STR8 *ppStr );
// Do special event as well as dialogue!
BOOLEAN CharacterDialogueWithSpecialEvent( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2 );
// Do special event as well as dialogue!
BOOLEAN CharacterDialogueWithSpecialEventEx( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
// A higher level function used for tactical quotes
BOOLEAN TacticalCharacterDialogueWithSpecialEvent( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2 );
// A higher level function used for tactical quotes
BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT32 uiFlag, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
// A higher level function used for tactical quotes
BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
// A higher level function used for tactical quotes
BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
// A more general purpose function for processing quotes
BOOLEAN CharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier, BOOLEAN fDelayed );
// A special event can be setup which can be queued with other speech
BOOLEAN SpecialCharacterDialogueEvent( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, INT32 iFaceIndex, UINT8 bUIHandlerID );
// Same as above, for triggers, with extra param to hold approach value
BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2, UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4, INT32 iFaceIndex, UINT8 bUIHandlerID );
// execute specific character dialogue
BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fSoldier );
// Called when a face stops talking...
void HandleDialogueEnd( FACETYPE *pFace );
// shut down last quotetext box
void ShutDownLastQuoteTacticalTextBox( void );
// Called to advance speech
// Used for option when no speech sound file
void DialogueAdvanceSpeech( );
BOOLEAN DialogueQueueIsEmpty( );
BOOLEAN DialogueQueueIsEmptyOrSomebodyTalkingNow( );
// Adjust the face, etc when switching from panel to extern panel...
void HandleDialogueUIAdjustments( );
// pause game time during
void PauseTimeDuringNextQuote( );
void UnPauseGameDuringNextQuote( void );
// set up and shutdown static external NPC faces
void InitalizeStaticExternalNPCFaces( void );
void ShutdownStaticExternalNPCFaces( void );
void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum );
void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usQuoteNum );
void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum );
void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex );
void ExecuteTacticalTextBox( INT16 sLeftPosition, STR16 pString );
void ExecuteTacticalTextBoxForLastQuote( INT16 sLeftPosition, STR16 pString );
UINT32 FindDelayForString( STR16 sString );
void BeginLoggingForBleedMeToos( BOOLEAN fStart );
void UnSetEngagedInConvFromPCAction( SOLDIERTYPE *pSoldier );
void SetEngagedInConvFromPCAction( SOLDIERTYPE *pSoldier );
extern UINT32 guiDialogueLastQuoteTime;
extern UINT32 guiDialogueLastQuoteDelay;
void SetStopTimeQuoteCallback( MODAL_HOOK pCallBack );
BOOLEAN DialogueActive( );
extern INT32 giNPCReferenceCount;
extern INT32 giNPCSpecialReferenceCount;
#define NUMBER_VALID_MERC_PRECEDENT_QUOTES 13
extern UINT8 gubMercValidPrecedentQuoteID[ NUMBER_VALID_MERC_PRECEDENT_QUOTES ];
BOOLEAN ShouldMercSayPrecedentToRepeatOneSelf( UINT8 ubMercID, UINT32 uiQuoteID );
BOOLEAN GetMercPrecedentQuoteBitStatus( UINT8 ubMercID, UINT8 ubQuoteBit );
BOOLEAN SetMercPrecedentQuoteBitStatus( UINT8 ubMercID, UINT8 ubBitToSet );
BOOLEAN IsQuoteInPrecedentArray( UINT32 uiQuoteID );
UINT8 GetQuoteBitNumberFromQuoteID( UINT32 uiQuoteID );
void HandleShutDownOfMapScreenWhileExternfaceIsTalking( void );
void StopAnyCurrentlyTalkingSpeech( );
// handle pausing of the dialogue queue
void PauseDialogueQueue( void );
// unpause the dialogue queue
void UnPauseDialogueQueue( void );
void SetExternMapscreenSpeechPanelXY( INT16 sXPos, INT16 sYPos );
#ifdef JA2UB
void RemoveJerryMiloBrokenLaptopOverlay();
#endif
#endif