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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
266 lines
7.7 KiB
C++
266 lines
7.7 KiB
C++
#ifndef NPC_H
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#define NPC_H
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#include "mapscreen.h"
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#include "FileMan.h"
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#define NUM_NPC_QUOTE_RECORDS 50
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//#define IRRELEVANT 255
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//#define NO_QUEST 255
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//#define NO_FACT 255
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//#define NO_QUOTE 255
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#define MUST_BE_NEW_DAY 254
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#define INITIATING_FACTOR 30
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#define TURN_FLAG_ON( a, b ) (a |= b)
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#define TURN_FLAG_OFF( a, b ) (a &= ~(b))
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#define CHECK_FLAG( a, b) (a & b)
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#define QUOTE_FLAG_SAID 0x0001
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#define QUOTE_FLAG_ERASE_ONCE_SAID 0x0002
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#define QUOTE_FLAG_SAY_ONCE_PER_CONVO 0x0004
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#define NPC_TALK_RADIUS 4
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#define TURN_UI_OFF 65000
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#define TURN_UI_ON 65001
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#define SPECIAL_TURN_UI_OFF 65002
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#define SPECIAL_TURN_UI_ON 65003
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#define LARGE_AMOUNT_MONEY 1000
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#define ACCEPT_ANY_ITEM 1000
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#define ANY_RIFLE 1001
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//WANNE - BMP: DONE!
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typedef struct
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{
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//SB: unify structure for all versions
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// #if defined( CRIPPLED_VERSION ) || defined( RUSSIAN )
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// UINT8 ubIdentifier[4];
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// #endif
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UINT16 fFlags;
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// conditions
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union
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{
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INT16 sRequiredItem; // item NPC must have to say quote
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INT16 sRequiredGridno; // location for NPC req'd to say quote
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};
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UINT16 usFactMustBeTrue; // ...before saying quote
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UINT16 usFactMustBeFalse; // ...before saying quote
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UINT8 ubQuest; // quest must be current to say quote
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UINT8 ubFirstDay; // first day quote can be said
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UINT8 ubLastDay; // last day quote can be said
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UINT8 ubApproachRequired; // must use this approach to generate quote
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UINT8 ubOpinionRequired; // opinion needed for this quote 13 bytes
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// quote to say (if any)
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UINT8 ubQuoteNum; // this is the quote to say
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UINT8 ubNumQuotes; // total # of quotes to say 15 bytes
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// actions
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UINT8 ubStartQuest;
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UINT8 ubEndQuest;
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UINT8 ubTriggerNPC;
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UINT8 ubTriggerNPCRec;
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UINT8 ubFiller; // 20 bytes
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UINT16 usSetFactTrue;
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UINT16 usGiftItem; // item NPC gives to merc after saying quote
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UINT16 usGoToGridno;
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INT16 sActionData; // special action value
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//SB: unify structure for all versions
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//#if !defined( CRIPPLED_VERSION ) && !defined( RUSSIAN )
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UINT8 ubUnused[4];
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//#endif
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} _old_NPCQuoteInfo; // 32 bytes
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//dnl ch46 021009
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class NPCQuoteInfo
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{
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public:
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//UINT8 ubIdentifier[4];
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UINT16 fFlags;
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// conditions
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INT16 sRequiredItem; // item NPC must have to say quote
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UINT16 usFactMustBeTrue; // ...before saying quote
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UINT16 usFactMustBeFalse; // ...before saying quote
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UINT8 ubQuest; // quest must be current to say quote
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UINT8 ubFirstDay; // first day quote can be said
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UINT8 ubLastDay; // last day quote can be said
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UINT8 ubApproachRequired; // must use this approach to generate quote
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UINT8 ubOpinionRequired; // opinion needed for this quote
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// quote to say (if any)
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UINT8 ubQuoteNum; // this is the quote to say
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UINT8 ubNumQuotes; // total # of quotes to say
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// actions
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UINT8 ubStartQuest;
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UINT8 ubEndQuest;
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UINT8 ubTriggerNPC;
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UINT8 ubTriggerNPCRec;
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UINT8 ubFiller;
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UINT16 usSetFactTrue;
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UINT16 usGiftItem; // item NPC gives to merc after saying quote
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UINT16 usUnused;
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INT16 sActionData; // special action value
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INT32 sRequiredGridNo; // location for NPC req'd to say quote
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INT32 usGoToGridNo;
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UINT16 usSourceDialogueLevel; // reserved for future use
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UINT16 usDestDialogueLevel; // reserved for future use
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public:
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NPCQuoteInfo& operator=(const _old_NPCQuoteInfo& src);
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};
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typedef enum
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{
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APPROACH_FRIENDLY = 1,
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APPROACH_DIRECT,
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APPROACH_THREATEN,
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APPROACH_RECRUIT,
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APPROACH_REPEAT,
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APPROACH_GIVINGITEM,
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NPC_INITIATING_CONV,
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NPC_INITIAL_QUOTE,
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NPC_WHOAREYOU,
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TRIGGER_NPC,
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APPROACH_GIVEFIRSTAID,
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APPROACH_SPECIAL_INITIAL_QUOTE,
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APPROACH_ENEMY_NPC_QUOTE,
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APPROACH_DECLARATION_OF_HOSTILITY,
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APPROACH_EPC_IN_WRONG_SECTOR,
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APPROACH_EPC_WHO_IS_RECRUITED,
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APPROACH_INITIAL_QUOTE,
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APPROACH_CLOSING_SHOP,
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APPROACH_SECTOR_NOT_SAFE,
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APPROACH_DONE_SLAPPED, // 20
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APPROACH_DONE_PUNCH_0,
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APPROACH_DONE_PUNCH_1,
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APPROACH_DONE_PUNCH_2,
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APPROACH_DONE_OPEN_STRUCTURE,
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APPROACH_DONE_GET_ITEM, // 25
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APPROACH_DONE_GIVING_ITEM,
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APPROACH_DONE_TRAVERSAL,
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APPROACH_BUYSELL,
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APPROACH_ONE_OF_FOUR_STANDARD,
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APPROACH_FRIENDLY_DIRECT_OR_RECRUIT, // 30
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} Approaches;
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typedef enum
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{
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QUOTE_INTRO = 0,
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QUOTE_SUBS_INTRO,
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QUOTE_FRIENDLY_DEFAULT1,
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QUOTE_FRIENDLY_DEFAULT2,
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QUOTE_GIVEITEM_NO,
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QUOTE_DIRECT_DEFAULT,
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QUOTE_THREATEN_DEFAULT,
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QUOTE_RECRUIT_NO,
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QUOTE_BYE,
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QUOTE_GETLOST
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} StandardQuoteIDs;
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#define NUM_REAL_APPROACHES APPROACH_RECRUIT
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#define CONVO_DIST 5
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extern INT8 gbFirstApproachFlags[4];
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extern UINT8 gubTeamPenalty;
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extern void ShutdownNPCQuotes( void );
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extern void SetQuoteRecordAsUsed( UINT8 ubNPC, UINT8 ubRecord );
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// uiApproachData is used for approach things like giving items, etc.
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extern UINT8 CalcDesireToTalk( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach );
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extern void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData );
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extern BOOLEAN NPCOkToGiveItem( UINT8 ubNPC, UINT8 ubMerc, UINT16 usItem );
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extern void NPCReachedDestination( SOLDIERTYPE * pNPC, BOOLEAN fAlreadyThere );
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extern void PCsNearNPC( UINT8 ubNPC );
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extern BOOLEAN PCDoesFirstAidOnNPC( UINT8 ubNPC );
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extern void TriggerNPCRecord( UINT8 ubTriggerNPC, UINT8 ubTriggerNPCRec );
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extern BOOLEAN TriggerNPCWithIHateYouQuote( UINT8 ubTriggerNPC );
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extern void TriggerNPCRecordImmediately( UINT8 ubTriggerNPC, UINT8 ubTriggerNPCRec );
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extern BOOLEAN TriggerNPCWithGivenApproach( UINT8 ubTriggerNPC, UINT8 ubApproach, BOOLEAN fShowPanel );
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extern BOOLEAN ReloadQuoteFile( UINT8 ubNPC );
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extern BOOLEAN ReloadAllQuoteFiles( void );
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// Save and loads the npc info to a saved game file
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extern BOOLEAN SaveNPCInfoToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
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extern void TriggerFriendWithHostileQuote( UINT8 ubNPC );
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extern void ReplaceLocationInNPCDataFromProfileID( UINT8 ubNPC, INT32 sOldGridNo, INT32 sNewGridNo );
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extern UINT8 ActionIDForMovementRecord( UINT8 ubNPC, UINT8 ubRecord );
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// total amount given to doctors
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extern UINT32 uiTotalAmountGivenToDoctors;
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// handle money being npc being
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extern BOOLEAN HandleNPCBeingGivenMoneyByPlayer( UINT8 ubNPCId, UINT32 uiMoneyAmount, UINT8 *pQuoteValue );
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// given a victory in this sector, handle specific facts
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void HandleVictoryInNPCSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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// check if this shopkeep has been shutdown, if so do soething and return the fact
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BOOLEAN HandleShopKeepHasBeenShutDown( UINT8 ubCharNum );
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BOOLEAN NPCHasUnusedRecordWithGivenApproach( UINT8 ubNPC, UINT8 ubApproach );
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BOOLEAN NPCWillingToAcceptItem( UINT8 ubNPC, UINT8 ubMerc, OBJECTTYPE * pObj );
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BOOLEAN SaveBackupNPCInfoToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadBackupNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
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#ifdef JA2BETAVERSION
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void ToggleNPCRecordDisplay( void );
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#endif
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void UpdateDarrelScriptToGoTo( SOLDIERTYPE * pSoldier );
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#define WALTER_BRIBE_AMOUNT 20000
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BOOLEAN GetInfoForAbandoningEPC( UINT8 ubNPC, UINT16 * pusQuoteNum, UINT16 * pusFactToSetTrue );
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BOOLEAN RecordHasDialogue( UINT8 ubNPC, UINT8 ubRecord );
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INT8 ConsiderCivilianQuotes( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, BOOLEAN fSetAsUsed );
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void ResetOncePerConvoRecordsForNPC( UINT8 ubNPC );
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void HandleNPCChangesForTacticalTraversal( SOLDIERTYPE * pSoldier );
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BOOLEAN NPCHasUnusedHostileRecord( UINT8 ubNPC, UINT8 ubApproach );
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void ResetOncePerConvoRecordsForAllNPCsInLoadedSector( void );
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#ifdef JA2UB
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//UB
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extern BOOLEAN HasNpcSaidQuoteBefore( UINT8 ubNPC, UINT8 ubRecord );
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#endif
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#endif
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