Files
source/TacticalAI/NPC.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

266 lines
7.7 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
//WANNE - BMP: DONE!
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
} _old_NPCQuoteInfo; // 32 bytes
//dnl ch46 021009
class NPCQuoteInfo
{
public:
//UINT8 ubIdentifier[4];
UINT16 fFlags;
// conditions
INT16 sRequiredItem; // item NPC must have 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
// quote to say (if any)
UINT8 ubQuoteNum; // this is the quote to say
UINT8 ubNumQuotes; // total # of quotes to say
// actions
UINT8 ubStartQuest;
UINT8 ubEndQuest;
UINT8 ubTriggerNPC;
UINT8 ubTriggerNPCRec;
UINT8 ubFiller;
UINT16 usSetFactTrue;
UINT16 usGiftItem; // item NPC gives to merc after saying quote
UINT16 usUnused;
INT16 sActionData; // special action value
INT32 sRequiredGridNo; // location for NPC req'd to say quote
INT32 usGoToGridNo;
UINT16 usSourceDialogueLevel; // reserved for future use
UINT16 usDestDialogueLevel; // reserved for future use
public:
NPCQuoteInfo& operator=(const _old_NPCQuoteInfo& src);
};
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, INT32 sOldGridNo, INT32 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 );
#ifdef JA2UB
//UB
extern BOOLEAN HasNpcSaidQuoteBefore( UINT8 ubNPC, UINT8 ubRecord );
#endif
#endif