Files
source/Tactical/Civ Quotes.h
T
Wanne ba5edad40c Enemy Taunts Updates (by anv)
- taunts will be loaded from any file in TableData/ that follows EnemyTaunts*.xml naming convention (and [LanguagePrefix]EnemyTaunts*.xml for translations)
o eg: EnemyTauntsKill.xml, EnemyTauntsComeback.xml, German.EnemyTauntsKill.xml, Chinese.EnemyTauntsComeback.xml, ...
- <uiIndex> for taunts in every file should start from 0 and increase normally
- see: http://www.bears-pit.com/board/ubbthreads.php/topics/327830/5.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6640 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-11-22 21:50:00 +00:00

176 lines
4.0 KiB
C

#ifndef __CIV_QUOTES_H
#define __CIV_QUOTES_H
#include "Soldier Control.h"
#define CIV_TYPE_NA 0
#define CIV_TYPE_ADULT 1
#define CIV_TYPE_KID 2
#define CIV_TYPE_MARRIED_PC 3
#define CIV_TYPE_ENEMY 4
enum
{
CIV_QUOTE_ADULTS_BEGGING, //CIV00.EDT
CIV_QUOTE_KIDS_BEGGING,
CIV_QUOTE_ADULTS_RECENT_BUG_ATTACK,
CIV_QUOTE_KIDS_RECENT_BUG_ATTACK,
CIV_QUOTE_ADULTS_BUG_EXTERMINATED_X_TIME,
CIV_QUOTE_KIDS_BUG_EXTERMINATED_X_TIME,
CIV_QUOTE_ADULTS_EXTREMLY_LOW_LOYALTY,
CIV_QUOTE_KIDS_EXTREMLY_LOW_LOYALTY,
CIV_QUOTE_ADULTS_HIGH_LOYALTY,
CIV_QUOTE_KIDS_HIGH_LOYALTY,
CIV_QUOTE_ADULTS_ALL_PURPOSE, //CIV10.EDT
CIV_QUOTE_KIDS_ALL_PURPOSE,
CIV_QUOTE_ADULTS_LIBREATED_FIRST_TIME,
CIV_QUOTE_KIDS_LIBREATED_FIRST_TIME,
CIV_QUOTE_ADULTS_TOWN_TAKEN_BACK,
CIV_QUOTE_KIDS_TOWN_TAKEN_BACK,
CIV_QUOTE_HICKS_FRIENDLY,
CIV_QUOTE_HICKS_ENEMIES,
CIV_QUOTE_GOONS_FRIENDLY,
CIV_QUOTE_GOONS_ENEMIES,
CIV_QUOTE_ADULTS_REBELS, //CIV20.EDT
CIV_QUOTE_KIDS_REBELS,
CIV_QUOTE_GREEN_MILITIA,
CIV_QUOTE_MEDIUM_MILITIA,
CIV_QUOTE_ELITE_MILITIA,
CIV_QUOTE_SAN_MONA_BEGGERS,
CIV_QUOTE_ENEMY_HURT,
CIV_QUOTE_ENEMY_ADMIN,
CIV_QUOTE_ENEMY_THREAT,
CIV_QUOTE_ENEMY_ELITE,
CIV_QUOTE_ADULTS_COWER, //CIV30.EDT
CIV_QUOTE_KIDS_COWER,
CIV_QUOTE_PC_MARRIED,
CIV_QUOTE_KID_SLAVES,
CIV_QUOTE_KID_SLAVES_FREE,
CIV_QUOTE_MINERS_NOT_FOR_PLAYER,
CIV_QUOTE_MINERS_FOR_PLAYER,
CIV_QUOTE_ENEMY_OFFER_SURRENDER,
CIV_QUOTE_HICKS_SEE_US_AT_NIGHT,
CIV_QUOTE_DEIDRANNA_DEAD,
#ifdef JA2UB
//40
CIV_QUOTE__CIV_ENEMY_CAN_FIGHT,
CIV_QUOTE__CIV_ENEMY_GENERIC,
CIV_QUOTE__CIV_HURT,
CIV_QUOTE__CIV_NOT_ENEMY,
CIV_QUOTE_44,
CIV_QUOTE_45,
CIV_QUOTE_46,
CIV_QUOTE_47,
CIV_QUOTE_48,
CIV_QUOTE_49,
CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 990, // 500 reserved
#else
CIV_QUOTE_NEW = CIV_QUOTE_DEIDRANNA_DEAD + 1000, // 500 reserved
#endif
NUM_CIV_QUOTES
};
enum TAUNTTYPE//enemy taunts - SANDRO
{
// actions
TAUNT_FIRE_GUN,
TAUNT_FIRE_LAUNCHER,
TAUNT_ATTACK_BLADE,
TAUNT_ATTACK_HTH,
TAUNT_THROW_KNIFE,
TAUNT_THROW_GRENADE,
TAUNT_OUT_OF_AMMO,
TAUNT_RELOAD,
TAUNT_STEAL,
// AI routines
TAUNT_CHARGE_BLADE,
TAUNT_CHARGE_HTH,
TAUNT_RUN_AWAY,
TAUNT_SEEK_NOISE,
TAUNT_ALERT,
TAUNT_SUSPICIOUS,
TAUNT_NOTICED_UNSEEN,
TAUNT_SAY_HI,
TAUNT_INFORM_ABOUT,
// got_hit_xxx
TAUNT_GOT_HIT,
TAUNT_GOT_HIT_GUNFIRE,
TAUNT_GOT_HIT_BLADE,
TAUNT_GOT_HIT_HTH,
TAUNT_GOT_HIT_FALLROOF,
TAUNT_GOT_HIT_BLOODLOSS,
TAUNT_GOT_HIT_EXPLOSION,
TAUNT_GOT_HIT_GAS,
TAUNT_GOT_HIT_TENTACLES,
TAUNT_GOT_HIT_STRUCTURE_EXPLOSION,
TAUNT_GOT_HIT_OBJECT,
TAUNT_GOT_HIT_THROWING_KNIFE,
TAUNT_GOT_DEAFENED,
TAUNT_GOT_BLINDED,
TAUNT_GOT_ROBBED,
// got_missed_xxx
TAUNT_GOT_MISSED,
TAUNT_GOT_MISSED_GUNFIRE,
TAUNT_GOT_MISSED_BLADE,
TAUNT_GOT_MISSED_HTH,
TAUNT_GOT_MISSED_THROWING_KNIFE,
// hit_xxx
TAUNT_HIT,
TAUNT_HIT_GUNFIRE,
TAUNT_HIT_BLADE,
TAUNT_HIT_HTH,
TAUNT_HIT_EXPLOSION,
TAUNT_HIT_THROWING_KNIFE,
// kill_xxx
TAUNT_KILL,
TAUNT_KILL_GUNFIRE,
TAUNT_KILL_BLADE,
TAUNT_KILL_HTH,
TAUNT_KILL_THROWING_KNIFE,
TAUNT_HEAD_POP,
// miss_xxx
TAUNT_MISS,
TAUNT_MISS_GUNFIRE,
TAUNT_MISS_BLADE,
TAUNT_MISS_HTH,
TAUNT_MISS_THROWING_KNIFE,
// ripostes to merc quotes
TAUNT_RIPOSTE
};
void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget = NULL );
void StartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget = NULL ); //enemy taunts - SANDRO // anv: added pTarget argument
void ShowTauntPopupBox( SOLDIERTYPE *pCiv, STR16 gzTauntQuote );
void InitCivQuoteSystem( );
void StartCivQuote( SOLDIERTYPE *pCiv );
INT8 GetCivType( SOLDIERTYPE *pCiv );
void HandleCivQuote( );
BOOLEAN SaveCivQuotesToSaveGameFile( HWFILE hFile );
BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile );
BOOLEAN ShutDownQuoteBoxIfActive( );
void BeginCivQuote( SOLDIERTYPE *pCiv, UINT16 ubCivQuoteID, UINT16 ubEntryID, INT16 sX, INT16 sY );
#endif