Files
source/Tactical/Dialogue Control.h
T
2020-06-17 22:27:20 +00:00

492 lines
27 KiB
C++

#ifndef _DIALOG_CONTROL_H
#define _DIALOG_CONTROL_H
#include "faces.h"
#include "gamescreen.h"
#include "soldier profile type.h"
#include <vector>
// An enumeration for dialog quotes
enum DialogQuoteIDs
{
// 0
QUOTE_SEE_ENEMY = 0, // used when we spot an enemy
QUOTE_SEE_ENEMY_VARIATION, // used when we spot an enemy in this sector for the first time
QUOTE_IN_TROUBLE_SLASH_IN_BATTLE, // used when we spot an enemy and they significantly outnumber us
QUOTE_SEE_CREATURE, // used when we spot a bug
QUOTE_FIRSTTIME_GAME_SEE_CREATURE, // used when we spot a bug for the first time
QUOTE_TRACES_OF_CREATURE_ATTACK, // randomly played during the bug quest in the tunnels
QUOTE_HEARD_SOMETHING, // we heard a suspicious sound
QUOTE_SMELLED_CREATURE, // randomly played during the bug quest in the tunnels
QUOTE_WEARY_SLASH_SUSPUCIOUS, // we are weary, because some non-militia NPC has a rocketlauncher or cannon
QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE, // randomly played during the bug quest in the tunnels
//10
QUOTE_ATTACKED_BY_MULTIPLE_CREATURES, // used when we spot several bugs
QUOTE_SPOTTED_SOMETHING_ONE, // spotted an item
QUOTE_SPOTTED_SOMETHING_TWO, // spotted an item
QUOTE_OUT_OF_AMMO, // gun is empty
QUOTE_SERIOUSLY_WOUNDED, // lose life from bleeding below 15 HP
QUOTE_BUDDY_1_KILLED, // buddy 1 died
QUOTE_BUDDY_2_KILLED, // buddy 2 died
QUOTE_LEARNED_TO_LIKE_MERC_KILLED, // learn to like died
QUOTE_FORGETFULL_SLASH_CONFUSED, // currently not used
QUOTE_JAMMED_GUN, // gun is jammed
//20
QUOTE_UNDER_HEAVY_FIRE, // heavily suppressed
QUOTE_TAKEN_A_BREATING, // took a lot of hits this turn
QUOTE_CLOSE_CALL, // almost hit by a projectile
QUOTE_NO_LINE_OF_FIRE, // really bad chance to hit target
QUOTE_STARTING_TO_BLEED, // we are bleeding
QUOTE_NEED_SLEEP, // going to sleep
QUOTE_OUT_OF_BREATH, // very low on breath points
QUOTE_KILLED_AN_ENEMY, // killed an enemy
QUOTE_KILLED_A_CREATURE, // killed an bug
QUOTE_HATED_1, // complain about hated 1
//30
QUOTE_HATED_2, // complain about hated 2
QUOTE_LEARNED_TO_HATE_MERC, // complain about learn to hate
QUOTE_AIM_KILLED_MIKE, // AIM: killed Mike
QUOTE_MERC_QUIT_LEARN_TO_HATE = QUOTE_AIM_KILLED_MIKE, // MERC: quit because of guy we learned to hate
QUOTE_HEADSHOT, // complain about head explosion/corpse being disgusting
QUOTE_PERSONALITY_TRAIT, // disability kicks in (forgetfulness, afraid of heights etc.)
QUOTE_ASSIGNMENT_COMPLETE, // assignment is complete, so we tell the player
QUOTE_REFUSING_ORDER, // refuse to do action to target
QUOTE_KILLING_DEIDRANNA, // killed (or witnessed death of) Deidranna
QUOTE_KILLING_QUEEN, // killed (or witnessed death of) bug queen
QUOTE_ANNOYING_PC, // we dislike the NPC we just talked to
//40
QUOTE_STARTING_TO_WHINE, // complain: low morale
QUOTE_NEGATIVE_COMPANY, // randomly played when we talk to a merc
QUOTE_AIR_RAID, // notify player of air raid / enemy helicopter spotted
QUOTE_WHINE_EQUIPMENT, // complain about quality of equipment
QUOTE_SOCIAL_TRAIT, // randomly played when we talk to a merc
QUOTE_PASSING_DISLIKE, // randomly played when we talk to a merc
QUOTE_EXPERIENCE_GAIN, // gained stats
QUOTE_REFUSE_TO_EATFOOD, // refuse to eat food
QUOTE_REFUSE_TO_SMOKE, // refuse to smoke
QUOTE_HATED_1_ARRIVES, // AIM: hated 1 arrives
QUOTE_MERC_QUIT_HATED_1 = QUOTE_HATED_1_ARRIVES, // MERC/NPC: quit because of hated 1
//50
QUOTE_HATED_2_ARRIVES, // AIM: hated 2 arrives
QUOTE_MERC_QUIT_HATED_2 = QUOTE_HATED_2_ARRIVES, // MERC/NPC: quit because of hated 2
QUOTE_BUDDY_1_GOOD, // compliment buddy 1
QUOTE_BUDDY_2_GOOD, // compliment buddy 2
QUOTE_LEARNED_TO_LIKE_WITNESSED, // compliment learn to like
QUOTE_DELAY_CONTRACT_RENEWAL, // currently unused
QUOTE_NOT_GETTING_PAID = QUOTE_DELAY_CONTRACT_RENEWAL, // MERC: complain about not being paid
QUOTE_AIM_SEEN_MIKE, // AIM/MERC: see Mike
QUOTE_PC_DROPPED_OMERTA = QUOTE_AIM_SEEN_MIKE, // IMP: airdop in Omerta
QUOTE_NOT_GETTING_PAID_RPC = QUOTE_PC_DROPPED_OMERTA, // RPC: complain about not being paid
QUOTE_BLINDED, // an attack has blinded us
QUOTE_DEFINITE_CANT_DO, // we are hopeless at this skill check
QUOTE_LISTEN_LIKABLE_PERSON, // we like the NPC we just talked to
QUOTE_ENEMY_PRESENCE, // prior to combat, notify us of enemy presence
//60
QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT, // realtime has begun, but hostiles are still around
QUOTE_FOUND_SOMETHING_SPECIAL, // we picked up an item we think is cool (once per day)
QUOTE_SATISFACTION_WITH_GUN_AFTER_KILL, // we are happy with the gun we are currently using (once per day)
QUOTE_SPOTTED_JOEY, // we spotted Joey during his quest
QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO, // AIM: answer to Miguel speech, MERC/RPC: departing comment upon contract end
QUOTE_SECTOR_SAFE, // we won the battle
QUOTE_STUFF_MISSING_DRASSEN, // notice shipment in Drassen was stolen
QUOTE_KILLED_FACTORY_MANAGER, // killed Doreen
QUOTE_SPOTTED_BLOODCAT, // used when we spot a bloodcat
QUOTE_END_GAME_COMMENT, // end speech after game is won
//70
QUOTE_ENEMY_RETREATED, // we won the battle due to enemy retreat
QUOTE_GOING_TO_AUTO_SLEEP, // currently not used
QUOTE_WORK_UP_AND_RETURNING_TO_ASSIGNMENT, // woke up from auto sleep, going back to work
QUOTE_ME_TOO, // me too quote, in agreement with whatever the merc previous said
QUOTE_USELESS_ITEM, // tried working the item in hand, and it's broken
QUOTE_BOOBYTRAP_ITEM, // item/door/etc. is boobytrapped
QUOTE_SUSPICIOUS_GROUND, // found mine etc. on floor tile
QUOTE_DROWNING, // currently not used, intended upon drowning
QUOTE_MERC_REACHED_DESTINATION, // strategic travel: arrived at destination
QUOTE_JA2UB_LAPTOP_FIXED, // JA2UB: played when the laptop is fixed
//80
QUOTE_REPUTATION_REFUSAL, //80 // AIM: refuse to be hired due to bad player reputation
QUOTE_NON_AIM_BUDDY_3_KILLED = QUOTE_REPUTATION_REFUSAL, // not AIM: buddy 3 died
QUOTE_DEATH_RATE_REFUSAL, //= 81, // AIM: refuse to be hired due to high death rate
QUOTE_NON_AIM_BUDDY_4_KILLED = QUOTE_DEATH_RATE_REFUSAL, // not AIM: buddy 4 died
QUOTE_LAME_REFUSAL, //= 82, // AIM: refuse to be hired due not being in the mood (hangover etc.)
QUOTE_NON_AIM_BUDDY_5_KILLED = QUOTE_LAME_REFUSAL, // not AIM: buddy 5 died
QUOTE_WONT_RENEW_CONTRACT_LAME_REFUSAL, //=83, // AIM: refuse to be renew contract due to already having signed elsewhere
QUOTE_NON_AIM_HATED_3 = QUOTE_WONT_RENEW_CONTRACT_LAME_REFUSAL, // not AIM: complain about hated 3
QUOTE_ANSWERING_MACHINE_MSG, //= 84, // AIM: message that plays on the answering machine
QUOTE_NON_AIM_HATED_4 = QUOTE_ANSWERING_MACHINE_MSG, // not AIM: complain about hated 4
QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE, //=85, // AIM: warn that contract is >= 48 hours, would like to renew
QUOTE_NON_AIM_HATED_5 = QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE, // not AIM: complain about hated 5
QUOTE_HATED_1_ON_TEAM,// = 86, // AIM: played when we refuse to be hired because hated 1 is present and bHatedTime < 24 (else play QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE)
QUOTE_NON_AIM_BUDDY_3_GOOD = QUOTE_HATED_1_ON_TEAM, // not AIM: compliment buddy 3
QUOTE_HATED_2_ON_TEAM,// = 87, // AIM: played when we refuse to be hired because hated 2 is present and bHatedTime < 24 (else play QUOTE_HATED_2_ON_TEAM_LONGTIMETOHATE)
QUOTE_NON_AIM_BUDDY_4_GOOD = QUOTE_HATED_2_ON_TEAM, // not AIM: compliment buddy 4
QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM,// = 88, // AIM: played when we refuse to be hired because learn to hate is present
QUOTE_NON_AIM_BUDDY_5_GOOD = QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM, // not AIM: compliment buddy 5
QUOTE_CONTRACTS_OVER,// = 89, // tell player that contract is over
QUOTE_MERC_QUIT_HATED_3 = QUOTE_CONTRACTS_OVER, // MERC/RPC: quit because of hated 3
//90
QUOTE_ACCEPT_CONTRACT_RENEWAL, // =90, // AIM: renew contract
QUOTE_MERC_QUIT_HATED_4 = QUOTE_ACCEPT_CONTRACT_RENEWAL, // MERC/RPC: quit because of hated 4
QUOTE_CONTRACT_ACCEPTANCE,// =91, // AIM: agree to contract
QUOTE_MERC_QUIT_HATED_5 = QUOTE_CONTRACT_ACCEPTANCE, // MERC/RPC: quit because of hated 5
QUOTE_JOINING_CAUSE_BUDDY_1_ON_TEAM,// = 92, // agree to contract because buddy 1 is here
QUOTE_JOINING_CAUSE_BUDDY_2_ON_TEAM,// = 93, // agree to contract because buddy 2 is here
QUOTE_JOINING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM,// = 94, // agree to contract because learn to like is here
QUOTE_REFUSAL_RENEW_DUE_TO_MORALE,// = 95, // AIM: refuse to be renew due to bad player reputation or morale
QUOTE_PRECEDENT_TO_REPEATING_ONESELF,// = 96, // say that you're repeating yourself
QUOTE_REFUSAL_TO_JOIN_LACK_OF_FUNDS,// = 97, // player can't afford hiring us
QUOTE_DEPART_COMMET_CONTRACT_NOT_RENEWED_OR_TERMINATED_UNDER_48,// = 98, // AIM: warn that contract is < 48 hours, would like to renew
QUOTE_DEATH_RATE_RENEWAL, // AIM: refuse to be renew due to high death rate
//100
QUOTE_HATED_1_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 1 is here
QUOTE_HATED_2_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 2 is here
QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because learn to hate is here
QUOTE_RENEWING_CAUSE_BUDDY_1_ON_TEAM, // renew contract only because buddy 1 is around
QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM, // renew contract only because buddy 2 is around
QUOTE_RENEWING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM, // renew contract only because learn to like is around
QUOTE_PRECEDENT_TO_REPEATING_ONESELF_RENEW, // repeat yourself during renewal process
QUOTE_UB_HANDLE_BLOODCATDEATHS, // JA2UB: kill bloodcat quest fulfilled
QUOTE_GREETING, // AIM hiring screen: greet the player
QUOTE_SMALL_TALK, // AIM hiring screen: player says nothing, so do a bit of small talk
//110
QUOTE_IMPATIENT_QUOTE, // AIM hiring screen: player says nothing, so get impatient / easter egg: female mercs complain about player trying to abuse the 'strip' command
QUOTE_LENGTH_OF_CONTRACT, // AIM hiring screen: ask player what contract terms they want
QUOTE_COMMENT_BEFORE_HANG_UP, // AIM hiring screen: player says nothing, we are fed up so end the call
QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE, // AIM: played when we refuse to be hired because hated 1 is present and bHatedTime >= 24 (else play QUOTE_HATED_1_ON_TEAM)
QUOTE_HATED_2_ON_TEAM_LONGTIMETOHATE, // AIM: played when we refuse to be hired because hated 2 is present and bHatedTime >= 24 (else play QUOTE_HATED_2_ON_TEAM)
QUOTE_MERC_LEAVING_ALSUCO_SOON, // tell player that contract will be over soon and we don't want to renew
QUOTE_MERC_GONE_UP_IN_PRICE, // during contract renegotiation, inform the player of increased salary
#ifdef JA2UB
QUOTE_ENTER_SECTOR_WITH_FAN_1, // special JA2UB dialogue about fan
QUOTE_ENTER_SECTOR_WITH_FAN_2, // special JA2UB dialogue about fan
#endif
QUOTE_AIM_BUDDY_3_KILLED = 119, // AIM: buddy 3 died
//120
QUOTE_AIM_BUDDY_4_KILLED, // AIM: buddy 4 died
QUOTE_AIM_BUDDY_5_KILLED, // AIM: buddy 5 died
QUOTE_AIM_HATED_3, // AIM: complain about hated 3
QUOTE_AIM_HATED_4, // AIM: complain about hated 4
QUOTE_AIM_HATED_5, // AIM: complain about hated 5
QUOTE_HATED_3_ARRIVES, // AIM: hated 3 arrives
QUOTE_HATED_4_ARRIVES, // AIM: hated 4 arrives
QUOTE_HATED_5_ARRIVES, // AIM: hated 5 arrives
QUOTE_AIM_BUDDY_3_GOOD, // AIM: compliment buddy 3
QUOTE_AIM_BUDDY_4_GOOD, // AIM: compliment buddy 4
//130
QUOTE_AIM_BUDDY_5_GOOD, // AIM: compliment buddy 5
QUOTE_HATED_3_ON_TEAM, // AIM: played when we refuse to be hired because hated 3 is present and bHatedTime < 24 ( else play QUOTE_HATED_3_ON_TEAM_LONGTIMETOHATE )
QUOTE_HATED_4_ON_TEAM, // AIM: played when we refuse to be hired because hated 4 is present and bHatedTime < 24 ( else play QUOTE_HATED_4_ON_TEAM_LONGTIMETOHATE )
QUOTE_HATED_5_ON_TEAM, // AIM: played when we refuse to be hired because hated 5 is present and bHatedTime < 24 ( else play QUOTE_HATED_5_ON_TEAM_LONGTIMETOHATE )
QUOTE_JOINING_CAUSE_BUDDY_3_ON_TEAM, // agree to contract because buddy 3 is here
QUOTE_JOINING_CAUSE_BUDDY_4_ON_TEAM, // agree to contract because buddy 4 is here
QUOTE_JOINING_CAUSE_BUDDY_5_ON_TEAM, // agree to contract because buddy 5 is here
QUOTE_HATED_3_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 3 is here
QUOTE_HATED_4_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 4 is here
QUOTE_HATED_5_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 5 is here
//140
QUOTE_RENEWING_CAUSE_BUDDY_3_ON_TEAM, // renew contract only because buddy 3 is around
QUOTE_RENEWING_CAUSE_BUDDY_4_ON_TEAM, // renew contract only because buddy 4 is around
QUOTE_RENEWING_CAUSE_BUDDY_5_ON_TEAM, // renew contract only because buddy 5 is around
QUOTE_HATED_3_ON_TEAM_LONGTIMETOHATE, // AIM: played when we refuse to be hired because hated 3 is present and bHatedTime >= 24 (else play QUOTE_HATED_3_ON_TEAM)
QUOTE_HATED_4_ON_TEAM_LONGTIMETOHATE, // AIM: played when we refuse to be hired because hated 4 is present and bHatedTime >= 24 (else play QUOTE_HATED_4_ON_TEAM)
QUOTE_HATED_5_ON_TEAM_LONGTIMETOHATE, // AIM: played when we refuse to be hired because hated 5 is present and bHatedTime >= 24 (else play QUOTE_HATED_5_ON_TEAM)
};
#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_SNITCH_UI 7 // anv: special handle for snitch dialogue
#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
#define MULTIPURPOSE_SPECIAL_EVENT_SNITCH_DIALOGUE 0x00000004
#define MULTIPURPOSE_SPECIAL_EVENT_ADDITIONAL_DIALOGUE 0x00000008
#ifdef JA2UB
enum{
JERRY_MELO_FACE = 6,
NUMBER_OF_EXTERNAL_NPC_FACES,
};
#endif
enum{
SKYRIDER_EXTERNAL_FACE =0,
WALDO_EXTERNAL_FACE,
//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 );
BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum, UINT8 ubEventType, UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile );
// Flugente: additional dialogue
enum AdditionalDialogEvents
{
ADE_DISCOVER_ROOM = 0, // merc is the 1st one to explore this room
ADE_DIALOGUE_REACTION, // someone else used a line, and we might answer to that
ADE_MERC_ARRIVES, // a mercenary arrives in Arulco. aData1 is the profile of the arriving merc, aData2 is 1 if the player hasn't made contact with the rebels yet
ADE_SECTOR_COMMENTARY, // similar to the rebel's quotes, this is called upon visiting a sector for the first time
ADE_MERCHANT_CHAT, // we greet a merchant (used with non-profile merchants, in order to be a bit more lively)
ADE_DIALOGUE_NPC_FRIENDLY, // in a conversation, we can say something when clicking on a button
ADE_DIALOGUE_NPC_DIRECT,
ADE_DIALOGUE_NPC_THREATEN,
ADE_DIALOGUE_NPC_RECRUIT,
ADE_DIALOGUE_NPC_REPEAT,
ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, // we've successfully recruited an RPC, and might comment on that
ADE_SEX, // does exactly what you think it does
ADE_WEATHERCHANGE, // the weather has changed, and we can warn the player about that
ADE_SKILL_RESULT, // we used a skill, and comment on the result, aData1 is of Skill, aData2 indicates whether it was a success (1) or failure (0)
ADE_GRENADEWARNING, // a delayed enemy grenade was dropped nearby
ADE_CONSUMEITEM, // we consumed an item, aData1 is the item index
ADE_NPC_DEATH, // someone died
ADE_WITNESS_GOOD, // similar to comment upon buddy doing good.
ADE_BANDAGE_PERFORM_BEGIN, // we bandage someone, aData1 is the profile of person
ADE_BANDAGE_PERFORM_END, // we finished bandaging someone, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_BEGIN, // someone bandages us, aData1 is the profile of person
ADE_BANDAGE_RECEIVE_END, // someone finished bandaging us, aData1 is the profile of person
ADE_ZOMBIESRISE, // a new wave of zombies is spawned from corpses
ADE_SEXUALHARASSMENT, // the player wants to take the 'strip' command further than we are comfortable with
ADE_LOCKBOMB, // merc uses a shaped charge to blow the locks of a door, aData1 indicates whether it was a success (1) or failure (0)
ADE_SNIPERWARNING, // merc warns of sniper presence in this sector
ADE_BOMB_HAS_BEEN_PLANTED, // we planted a bomb/mine/etc., aData1 is the item index, aData2 indicates whether it was a success (1) or failure (0)
};
// 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
// 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 -
// a modder can simply control in Lua what should happen
BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0 );
// call event for all mercs in a sector
void AdditionalTacticalCharacterDialogue_AllInCurrentSector( UINT8 ausIgnoreProfile,
UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
void AdditionalTacticalCharacterDialogue_AllInSector( INT16 aSectorX, INT16 aSectorY, INT8 aSectorZ, UINT8 ausIgnoreProfile,
UINT16 usEventNr, UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
void AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( UINT8 ausIgnoreProfile, UINT16 usEventNr,
UINT32 aData1 = 0, UINT32 aData2 = 0, UINT32 aData3 = 0, INT32 aAroundGridno = -1, INT32 aRadius = 0 );
// Flugente: play sound file like normal dialogue or, if someone else is already talking, just play the sound
void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
// Flugente: replace text with other text
BOOLEAN ReplaceTextWithOtherText( CHAR16 *pFinishedString, CHAR16 compare[32], CHAR16 replace[32] );
// 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 );
BOOLEAN SnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex,
UINT32 uiSpecialEventFlag, UINT32 uiSpecialEventData1, UINT32 uiSpecialEventData2,
UINT32 uiSpecialEventData3, UINT32 uiSpecialEventData4,
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 );
BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, UINT8 ubSnitchEventType, UINT8 ubSnitchTargetID, UINT8 ubSecondarySnitchTargetID );
// 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