2016-03-01 15:47:10 +00:00
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/*
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** p_converstation.cpp
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** Implements Strife style conversation dialogs
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "actor.h"
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#include "p_conversation.h"
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#include "w_wad.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "v_text.h"
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#include "v_video.h"
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#include "m_random.h"
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#include "gi.h"
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#include "templates.h"
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#include "a_keys.h"
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#include "p_enemy.h"
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#include "gstrings.h"
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#include "sound/i_music.h"
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#include "p_setup.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "d_gui.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "sbar.h"
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#include "p_lnspec.h"
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#include "r_utility.h"
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#include "p_local.h"
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#include "menu/menu.h"
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2017-01-08 17:45:30 +00:00
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#include "g_levellocals.h"
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2017-02-19 13:21:49 +00:00
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#include "virtual.h"
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2016-03-01 15:47:10 +00:00
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// The conversations as they exist inside a SCRIPTxx lump.
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struct Response
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{
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2017-03-03 18:35:08 +00:00
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int32_t GiveType;
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int32_t Item[3];
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int32_t Count[3];
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2016-03-01 15:47:10 +00:00
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char Reply[32];
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char Yes[80];
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2017-03-03 18:35:08 +00:00
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int32_t Link;
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uint32_t Log;
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2016-03-01 15:47:10 +00:00
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char No[80];
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};
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struct Speech
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{
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2017-03-03 18:35:08 +00:00
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uint32_t SpeakerType;
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int32_t DropType;
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int32_t ItemCheck[3];
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int32_t Link;
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2016-03-01 15:47:10 +00:00
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char Name[16];
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char Sound[8];
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char Backdrop[8];
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char Dialogue[320];
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Response Responses[5];
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};
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// The Teaser version of the game uses an older version of the structure
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struct TeaserSpeech
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{
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2017-03-03 18:35:08 +00:00
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uint32_t SpeakerType;
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int32_t DropType;
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uint32_t VoiceNumber;
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2016-03-01 15:47:10 +00:00
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char Name[16];
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char Dialogue[320];
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Response Responses[5];
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};
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static FRandom pr_randomspeech("RandomSpeech");
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TArray<FStrifeDialogueNode *> StrifeDialogues;
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typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
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typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
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FClassMap StrifeTypes;
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static FDialogueIDMap DialogueRoots;
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static FDialogueMap ClassRoots;
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static int ConversationMenuY;
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static int ConversationPauseTic;
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2017-02-19 09:33:10 +00:00
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static int StaticLastReply;
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2016-03-01 15:47:10 +00:00
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static bool LoadScriptFile(int lumpnum, FileReader *lump, int numnodes, bool include, int type);
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2017-03-03 18:35:08 +00:00
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static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, uint32_t &prevSpeakerType);
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static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, uint32_t &prevSpeakerType);
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2016-03-01 15:47:10 +00:00
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static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses);
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static bool DrawConversationMenu ();
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static void PickConversationReply (int replyindex);
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static void TerminalResponse (const char *str);
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static FStrifeDialogueNode *PrevNode;
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//============================================================================
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//
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// GetStrifeType
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//
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// Given an item type number, returns the corresponding PClass.
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//
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//============================================================================
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void SetStrifeType(int convid, PClassActor *Class)
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{
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StrifeTypes[convid] = Class;
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}
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void ClearStrifeTypes()
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{
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StrifeTypes.Clear();
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}
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void SetConversation(int convid, PClassActor *Class, int dlgindex)
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{
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if (convid != -1)
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{
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DialogueRoots[convid] = dlgindex;
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}
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if (Class != NULL)
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{
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ClassRoots[Class->TypeName] = dlgindex;
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}
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}
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PClassActor *GetStrifeType (int typenum)
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{
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PClassActor **ptype = StrifeTypes.CheckKey(typenum);
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if (ptype == NULL) return NULL;
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else return *ptype;
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}
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int GetConversation(int conv_id)
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{
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int *pindex = DialogueRoots.CheckKey(conv_id);
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if (pindex == NULL) return -1;
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else return *pindex;
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}
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int GetConversation(FName classname)
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{
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int *pindex = ClassRoots.CheckKey(classname);
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if (pindex == NULL) return -1;
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else return *pindex;
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}
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//============================================================================
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//
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// P_LoadStrifeConversations
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//
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// Loads the SCRIPT00 and SCRIPTxx files for a corresponding map.
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//
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//============================================================================
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void P_LoadStrifeConversations (MapData *map, const char *mapname)
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{
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P_FreeStrifeConversations ();
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if (map->Size(ML_CONVERSATION) > 0)
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{
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map->Seek(ML_CONVERSATION);
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LoadScriptFile (map->lumpnum, map->file, map->Size(ML_CONVERSATION), false, 0);
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}
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else
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{
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if (strnicmp (mapname, "MAP", 3) != 0)
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{
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return;
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}
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char scriptname_b[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
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char scriptname_t[9] = { 'D','I','A','L','O','G',mapname[3],mapname[4],0 };
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if (!LoadScriptFile(scriptname_t, false, 2))
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{
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if (!LoadScriptFile (scriptname_b, false, 1))
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{
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2017-02-26 16:22:02 +00:00
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if (gameinfo.Dialogue.IsNotEmpty())
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{
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if (LoadScriptFile(gameinfo.Dialogue, false, 0)) return;
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}
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2016-03-01 15:47:10 +00:00
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LoadScriptFile ("SCRIPT00", false, 1);
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}
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}
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}
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}
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//============================================================================
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//
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// LoadScriptFile
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//
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// Loads a SCRIPTxx file and converts it into a more useful internal format.
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//
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//============================================================================
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bool LoadScriptFile (const char *name, bool include, int type)
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{
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int lumpnum = Wads.CheckNumForName (name);
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FileReader *lump;
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if (lumpnum < 0)
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{
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return false;
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}
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lump = Wads.ReopenLumpNum (lumpnum);
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bool res = LoadScriptFile(lumpnum, lump, Wads.LumpLength(lumpnum), include, type);
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delete lump;
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return res;
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}
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static bool LoadScriptFile(int lumpnum, FileReader *lump, int numnodes, bool include, int type)
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{
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int i;
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2017-03-03 18:35:08 +00:00
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uint32_t prevSpeakerType;
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2016-03-01 15:47:10 +00:00
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FStrifeDialogueNode *node;
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char buffer[4];
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lump->Read(buffer, 4);
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lump->Seek(-4, SEEK_CUR);
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// The binary format is so primitive that this check is enough to detect it.
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bool isbinary = (buffer[0] == 0 || buffer[1] == 0 || buffer[2] == 0 || buffer[3] == 0);
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if ((type == 1 && !isbinary) || (type == 2 && isbinary))
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{
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2016-11-23 09:19:52 +00:00
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DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum));
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2016-03-01 15:47:10 +00:00
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return false;
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}
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if (!isbinary)
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{
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P_ParseUSDF(lumpnum, lump, numnodes);
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}
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else
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{
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if (!include)
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{
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LoadScriptFile("SCRIPT00", true, 1);
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}
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if (!(gameinfo.flags & GI_SHAREWARE))
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{
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// Strife scripts are always a multiple of 1516 bytes because each entry
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// is exactly 1516 bytes long.
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if (numnodes % 1516 != 0)
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{
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2016-11-23 09:19:52 +00:00
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DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum));
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2016-03-01 15:47:10 +00:00
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return false;
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}
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numnodes /= 1516;
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}
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else
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{
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// And the teaser version has 1488-byte entries.
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if (numnodes % 1488 != 0)
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{
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2016-11-23 09:19:52 +00:00
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DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum));
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2016-03-01 15:47:10 +00:00
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return false;
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}
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numnodes /= 1488;
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}
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prevSpeakerType = 0;
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for (i = 0; i < numnodes; ++i)
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{
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if (!(gameinfo.flags & GI_SHAREWARE))
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{
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node = ReadRetailNode (lump, prevSpeakerType);
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}
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else
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{
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node = ReadTeaserNode (lump, prevSpeakerType);
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}
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node->ThisNodeNum = StrifeDialogues.Push(node);
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}
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}
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return true;
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}
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//============================================================================
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//
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// ReadRetailNode
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//
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// Converts a single dialogue node from the Retail version of Strife.
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//
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//============================================================================
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2017-03-03 18:35:08 +00:00
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static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, uint32_t &prevSpeakerType)
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2016-03-01 15:47:10 +00:00
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{
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FStrifeDialogueNode *node;
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Speech speech;
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char fullsound[16];
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PClassActor *type;
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int j;
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node = new FStrifeDialogueNode;
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lump->Read (&speech, sizeof(speech));
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// Byte swap all the ints in the original data
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speech.SpeakerType = LittleLong(speech.SpeakerType);
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speech.DropType = LittleLong(speech.DropType);
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speech.Link = LittleLong(speech.Link);
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// Assign the first instance of a conversation as the default for its
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// actor, so newly spawned actors will use this conversation by default.
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type = GetStrifeType (speech.SpeakerType);
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node->SpeakerType = type;
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if ((signed)(speech.SpeakerType) >= 0 && prevSpeakerType != speech.SpeakerType)
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{
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if (type != NULL)
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{
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ClassRoots[type->TypeName] = StrifeDialogues.Size();
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}
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DialogueRoots[speech.SpeakerType] = StrifeDialogues.Size();
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prevSpeakerType = speech.SpeakerType;
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}
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// Convert the rest of the data to our own internal format.
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2017-02-19 00:11:52 +00:00
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node->Dialogue = speech.Dialogue;
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2016-03-01 15:47:10 +00:00
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// The speaker's portrait, if any.
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speech.Dialogue[0] = 0; //speech.Backdrop[8] = 0;
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2017-02-19 13:21:49 +00:00
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node->Backdrop = speech.Backdrop;
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2016-03-01 15:47:10 +00:00
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// The speaker's voice for this node, if any.
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speech.Backdrop[0] = 0; //speech.Sound[8] = 0;
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mysnprintf (fullsound, countof(fullsound), "svox/%s", speech.Sound);
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node->SpeakerVoice = fullsound;
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// The speaker's name, if any.
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|
|
speech.Sound[0] = 0; //speech.Name[16] = 0;
|
2017-02-19 00:11:52 +00:00
|
|
|
node->SpeakerName = speech.Name;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// The item the speaker should drop when killed.
|
|
|
|
node->DropType = dyn_cast<PClassActor>(GetStrifeType(speech.DropType));
|
|
|
|
|
|
|
|
// Items you need to have to make the speaker use a different node.
|
|
|
|
node->ItemCheck.Resize(3);
|
|
|
|
for (j = 0; j < 3; ++j)
|
|
|
|
{
|
2017-02-08 17:11:23 +00:00
|
|
|
auto inv = GetStrifeType(speech.ItemCheck[j]);
|
|
|
|
if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
|
|
|
|
node->ItemCheck[j].Item = inv;
|
2016-03-01 15:47:10 +00:00
|
|
|
node->ItemCheck[j].Amount = -1;
|
|
|
|
}
|
|
|
|
node->ItemCheckNode = speech.Link;
|
|
|
|
node->Children = NULL;
|
|
|
|
|
|
|
|
ParseReplies (&node->Children, &speech.Responses[0]);
|
|
|
|
|
|
|
|
return node;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ReadTeaserNode
|
|
|
|
//
|
|
|
|
// Converts a single dialogue node from the Teaser version of Strife.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
2017-03-03 18:35:08 +00:00
|
|
|
static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, uint32_t &prevSpeakerType)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
FStrifeDialogueNode *node;
|
|
|
|
TeaserSpeech speech;
|
|
|
|
char fullsound[16];
|
|
|
|
PClassActor *type;
|
|
|
|
int j;
|
|
|
|
|
|
|
|
node = new FStrifeDialogueNode;
|
|
|
|
|
|
|
|
lump->Read (&speech, sizeof(speech));
|
|
|
|
|
|
|
|
// Byte swap all the ints in the original data
|
|
|
|
speech.SpeakerType = LittleLong(speech.SpeakerType);
|
|
|
|
speech.DropType = LittleLong(speech.DropType);
|
|
|
|
|
|
|
|
// Assign the first instance of a conversation as the default for its
|
|
|
|
// actor, so newly spawned actors will use this conversation by default.
|
|
|
|
type = GetStrifeType(speech.SpeakerType);
|
|
|
|
node->SpeakerType = type;
|
|
|
|
|
|
|
|
if ((signed)speech.SpeakerType >= 0 && prevSpeakerType != speech.SpeakerType)
|
|
|
|
{
|
|
|
|
if (type != NULL)
|
|
|
|
{
|
|
|
|
ClassRoots[type->TypeName] = StrifeDialogues.Size();
|
|
|
|
}
|
|
|
|
DialogueRoots[speech.SpeakerType] = StrifeDialogues.Size();
|
|
|
|
prevSpeakerType = speech.SpeakerType;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert the rest of the data to our own internal format.
|
2017-02-19 00:11:52 +00:00
|
|
|
node->Dialogue = speech.Dialogue;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// The Teaser version doesn't have portraits.
|
2017-02-19 13:21:49 +00:00
|
|
|
node->Backdrop = "";
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// The speaker's voice for this node, if any.
|
|
|
|
if (speech.VoiceNumber != 0)
|
|
|
|
{
|
|
|
|
mysnprintf (fullsound, countof(fullsound), "svox/voc%u", speech.VoiceNumber);
|
|
|
|
node->SpeakerVoice = fullsound;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
node->SpeakerVoice = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The speaker's name, if any.
|
|
|
|
speech.Dialogue[0] = 0; //speech.Name[16] = 0;
|
2017-02-19 00:11:52 +00:00
|
|
|
node->SpeakerName = speech.Name;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// The item the speaker should drop when killed.
|
|
|
|
node->DropType = dyn_cast<PClassActor>(GetStrifeType (speech.DropType));
|
|
|
|
|
|
|
|
// Items you need to have to make the speaker use a different node.
|
|
|
|
node->ItemCheck.Resize(3);
|
|
|
|
for (j = 0; j < 3; ++j)
|
|
|
|
{
|
|
|
|
node->ItemCheck[j].Item = NULL;
|
|
|
|
node->ItemCheck[j].Amount = -1;
|
|
|
|
}
|
|
|
|
node->ItemCheckNode = 0;
|
|
|
|
node->Children = NULL;
|
|
|
|
|
|
|
|
ParseReplies (&node->Children, &speech.Responses[0]);
|
|
|
|
|
|
|
|
return node;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ParseReplies
|
|
|
|
//
|
|
|
|
// Convert PC responses. Rather than being stored inside the main node, they
|
|
|
|
// hang off it as a singly-linked list, so no space is wasted on replies that
|
|
|
|
// don't even matter.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
|
|
|
|
{
|
|
|
|
FStrifeDialogueReply *reply;
|
|
|
|
int j, k;
|
|
|
|
|
|
|
|
// Byte swap first.
|
|
|
|
for (j = 0; j < 5; ++j)
|
|
|
|
{
|
|
|
|
responses[j].GiveType = LittleLong(responses[j].GiveType);
|
|
|
|
responses[j].Link = LittleLong(responses[j].Link);
|
|
|
|
responses[j].Log = LittleLong(responses[j].Log);
|
|
|
|
for (k = 0; k < 3; ++k)
|
|
|
|
{
|
|
|
|
responses[j].Item[k] = LittleLong(responses[j].Item[k]);
|
|
|
|
responses[j].Count[k] = LittleLong(responses[j].Count[k]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (j = 0; j < 5; ++j)
|
|
|
|
{
|
|
|
|
Response *rsp = &responses[j];
|
|
|
|
|
|
|
|
// If the reply has no text and goes nowhere, then it doesn't
|
|
|
|
// need to be remembered.
|
|
|
|
if (rsp->Reply[0] == 0 && rsp->Link == 0)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
reply = new FStrifeDialogueReply;
|
|
|
|
|
|
|
|
// The next node to use when this reply is chosen.
|
|
|
|
reply->NextNode = rsp->Link;
|
|
|
|
|
|
|
|
// The message to record in the log for this reply.
|
|
|
|
reply->LogNumber = rsp->Log;
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->LogString = "";
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// The item to receive when this reply is used.
|
|
|
|
reply->GiveType = dyn_cast<PClassActor>(GetStrifeType (rsp->GiveType));
|
|
|
|
reply->ActionSpecial = 0;
|
|
|
|
|
|
|
|
// Do you need anything special for this reply to succeed?
|
|
|
|
reply->ItemCheck.Resize(3);
|
|
|
|
for (k = 0; k < 3; ++k)
|
|
|
|
{
|
2017-02-08 17:11:23 +00:00
|
|
|
auto inv = GetStrifeType(rsp->Item[k]);
|
|
|
|
if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
|
|
|
|
reply->ItemCheck[k].Item = inv;
|
2016-03-01 15:47:10 +00:00
|
|
|
reply->ItemCheck[k].Amount = rsp->Count[k];
|
|
|
|
}
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->PrintAmount = reply->ItemCheck[0].Amount;
|
2016-10-28 11:42:37 +00:00
|
|
|
reply->ItemCheckRequire.Clear();
|
|
|
|
reply->ItemCheckExclude.Clear();
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// If the first item check has a positive amount required, then
|
|
|
|
// add that to the reply string. Otherwise, use the reply as-is.
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->Reply = rsp->Reply;
|
2016-03-01 15:47:10 +00:00
|
|
|
reply->NeedsGold = (rsp->Count[0] > 0);
|
|
|
|
|
|
|
|
// QuickYes messages are shown when you meet the item checks.
|
|
|
|
// QuickNo messages are shown when you don't.
|
|
|
|
if (rsp->Yes[0] == '_' && rsp->Yes[1] == 0)
|
|
|
|
{
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->QuickYes = "";
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->QuickYes = rsp->Yes;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
if (reply->ItemCheck[0].Item != 0)
|
|
|
|
{
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->QuickNo = rsp->No;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2017-02-19 00:11:52 +00:00
|
|
|
reply->QuickNo = "";
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
reply->Next = *replyptr;
|
|
|
|
*replyptr = reply;
|
|
|
|
replyptr = &reply->Next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// FStrifeDialogueNode :: ~FStrifeDialogueNode
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
FStrifeDialogueNode::~FStrifeDialogueNode ()
|
|
|
|
{
|
|
|
|
FStrifeDialogueReply *tokill = Children;
|
|
|
|
while (tokill != NULL)
|
|
|
|
{
|
|
|
|
FStrifeDialogueReply *next = tokill->Next;
|
|
|
|
delete tokill;
|
|
|
|
tokill = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// FindNode
|
|
|
|
//
|
|
|
|
// Returns the index that matches the given conversation node.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static int FindNode (const FStrifeDialogueNode *node)
|
|
|
|
{
|
|
|
|
int rootnode = 0;
|
|
|
|
|
|
|
|
while (StrifeDialogues[rootnode] != node)
|
|
|
|
{
|
|
|
|
rootnode++;
|
|
|
|
}
|
|
|
|
return rootnode;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// CheckStrifeItem
|
|
|
|
//
|
|
|
|
// Checks if you have an item. A NULL itemtype is always considered to be
|
|
|
|
// present.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static bool CheckStrifeItem (player_t *player, PClassActor *itemtype, int amount=-1)
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (itemtype == NULL || amount == 0)
|
|
|
|
return true;
|
|
|
|
|
|
|
|
item = player->ConversationPC->FindInventory (itemtype);
|
|
|
|
if (item == NULL)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return amount < 0 || item->Amount >= amount;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// TakeStrifeItem
|
|
|
|
//
|
|
|
|
// Takes away some of an item, unless that item is special and should not
|
|
|
|
// be removed.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
|
|
|
|
{
|
|
|
|
if (itemtype == NULL || amount == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Don't take quest items.
|
|
|
|
if (itemtype->IsDescendantOf (PClass::FindClass(NAME_QuestItem)))
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Don't take keys.
|
2017-01-18 14:17:12 +00:00
|
|
|
if (itemtype->IsDescendantOf (PClass::FindActor(NAME_Key)))
|
2016-03-01 15:47:10 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
// Don't take the sigil.
|
2016-11-28 13:39:25 +00:00
|
|
|
if (itemtype->GetClass()->TypeName == NAME_Sigil)
|
2016-03-01 15:47:10 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
player->mo->TakeInventory(itemtype, amount);
|
|
|
|
}
|
|
|
|
|
|
|
|
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
|
|
|
|
{
|
|
|
|
if (self < 0.f) self = 0.f;
|
|
|
|
else if (self > 1.f) self = 1.f;
|
|
|
|
}
|
|
|
|
|
2016-10-28 11:42:37 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// ShouldSkipReply
|
|
|
|
//
|
|
|
|
// Determines whether this reply should be skipped or not.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static bool ShouldSkipReply(FStrifeDialogueReply *reply, player_t *player)
|
|
|
|
{
|
2017-02-19 00:11:52 +00:00
|
|
|
if (reply->Reply.IsEmpty())
|
2016-10-28 11:42:37 +00:00
|
|
|
return true;
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < (int)reply->ItemCheckRequire.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (!CheckStrifeItem(player, reply->ItemCheckRequire[i].Item, reply->ItemCheckRequire[i].Amount))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < (int)reply->ItemCheckExclude.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (CheckStrifeItem(player, reply->ItemCheckExclude[i].Item, reply->ItemCheckExclude[i].Amount))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2017-02-19 12:07:49 +00:00
|
|
|
DEFINE_ACTION_FUNCTION(FStrifeDialogueReply, ShouldSkipReply)
|
2017-02-19 09:33:10 +00:00
|
|
|
{
|
2017-02-19 12:07:49 +00:00
|
|
|
PARAM_SELF_STRUCT_PROLOGUE(FStrifeDialogueReply);
|
|
|
|
PARAM_POINTER(player, player_t);
|
|
|
|
ACTION_RETURN_BOOL(ShouldSkipReply(self, player));
|
|
|
|
}
|
|
|
|
|
|
|
|
DEFINE_ACTION_FUNCTION(DConversationMenu, SendConversationReply)
|
|
|
|
{
|
|
|
|
PARAM_PROLOGUE;
|
|
|
|
PARAM_INT(node);
|
|
|
|
PARAM_INT(reply);
|
2017-02-19 09:33:10 +00:00
|
|
|
switch (node)
|
|
|
|
{
|
|
|
|
case -1:
|
|
|
|
Net_WriteByte(DEM_CONVNULL);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case -2:
|
|
|
|
Net_WriteByte(DEM_CONVCLOSE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
Net_WriteByte(DEM_CONVREPLY);
|
|
|
|
Net_WriteWord(node);
|
|
|
|
Net_WriteByte(reply);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
StaticLastReply = reply;
|
2017-02-19 12:07:49 +00:00
|
|
|
return 0;
|
2017-02-19 09:33:10 +00:00
|
|
|
}
|
|
|
|
|
2017-02-19 09:46:53 +00:00
|
|
|
|
|
|
|
// Needed for the conversion process.
|
|
|
|
class DBrokenLines : public DObject
|
|
|
|
{
|
|
|
|
DECLARE_ABSTRACT_CLASS(DBrokenLines, DObject)
|
|
|
|
|
|
|
|
public:
|
|
|
|
FBrokenLines *mBroken;
|
|
|
|
unsigned int mCount;
|
|
|
|
|
|
|
|
DBrokenLines(FBrokenLines *broken, unsigned int count)
|
|
|
|
{
|
|
|
|
mBroken = broken;
|
|
|
|
mCount = count;
|
|
|
|
}
|
|
|
|
|
|
|
|
void OnDestroy() override
|
|
|
|
{
|
|
|
|
V_FreeBrokenLines(mBroken);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_FreeStrifeConversations
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_FreeStrifeConversations ()
|
|
|
|
{
|
|
|
|
FStrifeDialogueNode *node;
|
|
|
|
|
|
|
|
while (StrifeDialogues.Pop (node))
|
|
|
|
{
|
|
|
|
delete node;
|
|
|
|
}
|
|
|
|
|
|
|
|
DialogueRoots.Clear();
|
|
|
|
ClassRoots.Clear();
|
|
|
|
|
|
|
|
PrevNode = NULL;
|
2017-02-19 13:21:49 +00:00
|
|
|
if (CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2017-02-18 18:19:14 +00:00
|
|
|
CurrentMenu->Close();
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_StartConversation
|
|
|
|
//
|
|
|
|
// Begins a conversation between a PC and NPC.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle)
|
|
|
|
{
|
|
|
|
AActor *oldtarget;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Make sure this is actually a player.
|
|
|
|
if (pc->player == NULL) return;
|
|
|
|
|
|
|
|
// [CW] If an NPC is talking to a PC already, then don't let
|
|
|
|
// anyone else talk to the NPC.
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (!playeringame[i] || pc->player == &players[i])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (npc == players[i].ConversationNPC)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-03-19 23:54:18 +00:00
|
|
|
pc->Vel.Zero();
|
|
|
|
pc->player->Vel.Zero();
|
2016-03-01 15:47:10 +00:00
|
|
|
static_cast<APlayerPawn*>(pc)->PlayIdle ();
|
|
|
|
|
|
|
|
pc->player->ConversationPC = pc;
|
|
|
|
pc->player->ConversationNPC = npc;
|
|
|
|
npc->flags5 |= MF5_INCONVERSATION;
|
|
|
|
|
|
|
|
FStrifeDialogueNode *CurNode = npc->Conversation;
|
|
|
|
|
|
|
|
if (pc->player == &players[consoleplayer])
|
|
|
|
{
|
|
|
|
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
npc->reactiontime = 2;
|
|
|
|
pc->player->ConversationFaceTalker = facetalker;
|
|
|
|
if (saveangle)
|
|
|
|
{
|
2016-03-16 11:41:26 +00:00
|
|
|
pc->player->ConversationNPCAngle = npc->Angles.Yaw;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
oldtarget = npc->target;
|
|
|
|
npc->target = pc;
|
|
|
|
if (facetalker)
|
|
|
|
{
|
|
|
|
A_FaceTarget (npc);
|
2016-03-16 23:07:37 +00:00
|
|
|
pc->Angles.Yaw = pc->AngleTo(npc);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
|
|
|
|
{
|
|
|
|
npc->target = oldtarget;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check if we should jump to another node
|
|
|
|
while (CurNode->ItemCheck.Size() > 0 && CurNode->ItemCheck[0].Item != NULL)
|
|
|
|
{
|
|
|
|
bool jump = true;
|
|
|
|
for (i = 0; i < (int)CurNode->ItemCheck.Size(); ++i)
|
|
|
|
{
|
|
|
|
if(!CheckStrifeItem (pc->player, CurNode->ItemCheck[i].Item, CurNode->ItemCheck[i].Amount))
|
|
|
|
{
|
|
|
|
jump = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (jump && CurNode->ItemCheckNode > 0)
|
|
|
|
{
|
|
|
|
int root = pc->player->ConversationNPC->ConversationRoot;
|
|
|
|
CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The rest is only done when the conversation is actually displayed.
|
|
|
|
if (pc->player == &players[consoleplayer])
|
|
|
|
{
|
|
|
|
if (CurNode->SpeakerVoice != 0)
|
|
|
|
{
|
|
|
|
I_SetMusicVolume (dlg_musicvolume);
|
|
|
|
S_Sound (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
|
2017-02-19 13:21:49 +00:00
|
|
|
// Create the menu. This may be a user-defined class so check if it is good to use.
|
|
|
|
FName cls = CurNode->MenuClassName;
|
|
|
|
if (cls == NAME_None) cls = gameinfo.DefaultConversationMenuClass;
|
|
|
|
if (cls == NAME_None) cls = "ConversationMenu";
|
|
|
|
auto mcls = PClass::FindClass(cls);
|
|
|
|
if (mcls == nullptr || !mcls->IsDescendantOf("ConversationMenu")) mcls = PClass::FindClass("ConversationMenu");
|
|
|
|
assert(mcls);
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2017-02-19 13:21:49 +00:00
|
|
|
auto cmenu = mcls->CreateNew();
|
|
|
|
IFVIRTUALPTRNAME(cmenu, "ConversationMenu", Init)
|
|
|
|
{
|
|
|
|
VMValue params[] = { cmenu, CurNode, pc->player, StaticLastReply };
|
|
|
|
VMReturn ret(&ConversationMenuY);
|
|
|
|
GlobalVMStack.Call(func, params, countof(params), &ret, 1);
|
|
|
|
}
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
if (CurNode != PrevNode)
|
|
|
|
{ // Only reset the selection if showing a different menu.
|
2017-02-19 09:33:10 +00:00
|
|
|
StaticLastReply = 0;
|
2016-03-01 15:47:10 +00:00
|
|
|
PrevNode = CurNode;
|
|
|
|
}
|
|
|
|
|
|
|
|
// And open the menu
|
|
|
|
M_StartControlPanel (false);
|
2017-02-19 13:21:49 +00:00
|
|
|
M_ActivateMenu((DMenu*)cmenu);
|
2016-03-01 15:47:10 +00:00
|
|
|
menuactive = MENU_OnNoPause;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_ResumeConversation
|
|
|
|
//
|
|
|
|
// Resumes a conversation that was interrupted by a slideshow.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_ResumeConversation ()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (!playeringame[i])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
player_t *p = &players[i];
|
|
|
|
|
|
|
|
if (p->ConversationPC != NULL && p->ConversationNPC != NULL)
|
|
|
|
{
|
|
|
|
P_StartConversation (p->ConversationNPC, p->ConversationPC, p->ConversationFaceTalker, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// HandleReply
|
|
|
|
//
|
|
|
|
// Run by the netcode on all machines.
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
static void HandleReply(player_t *player, bool isconsole, int nodenum, int replynum)
|
|
|
|
{
|
|
|
|
const char *replyText = NULL;
|
|
|
|
FStrifeDialogueReply *reply;
|
|
|
|
FStrifeDialogueNode *node;
|
|
|
|
AActor *npc;
|
|
|
|
bool takestuff;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (player->ConversationNPC == NULL || (unsigned)nodenum >= StrifeDialogues.Size())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find the reply.
|
|
|
|
node = StrifeDialogues[nodenum];
|
|
|
|
for (i = 0, reply = node->Children; reply != NULL && i != replynum; ++i, reply = reply->Next)
|
|
|
|
{ }
|
|
|
|
npc = player->ConversationNPC;
|
|
|
|
if (reply == NULL)
|
|
|
|
{
|
|
|
|
// The default reply was selected
|
2016-03-16 11:41:26 +00:00
|
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
2016-03-01 15:47:10 +00:00
|
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check if you have the requisite items for this choice
|
|
|
|
for (i = 0; i < (int)reply->ItemCheck.Size(); ++i)
|
|
|
|
{
|
|
|
|
if (!CheckStrifeItem(player, reply->ItemCheck[i].Item, reply->ItemCheck[i].Amount))
|
|
|
|
{
|
|
|
|
// No, you don't. Say so and let the NPC animate negatively.
|
2017-02-19 00:11:52 +00:00
|
|
|
if (reply->QuickNo.IsNotEmpty() && isconsole)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
TerminalResponse(reply->QuickNo);
|
|
|
|
}
|
|
|
|
npc->ConversationAnimation(2);
|
2016-03-16 11:41:26 +00:00
|
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
2016-03-01 15:47:10 +00:00
|
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Yay, you do! Let the NPC animate affirmatively.
|
|
|
|
npc->ConversationAnimation(1);
|
|
|
|
|
|
|
|
// If this reply gives you something, then try to receive it.
|
|
|
|
takestuff = true;
|
|
|
|
if (reply->GiveType != NULL)
|
|
|
|
{
|
|
|
|
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
|
|
|
|
{
|
2017-02-08 14:47:22 +00:00
|
|
|
if (reply->GiveType->IsDescendantOf(NAME_Weapon))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
if (player->mo->FindInventory(reply->GiveType) != NULL)
|
|
|
|
{
|
|
|
|
takestuff = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (takestuff)
|
|
|
|
{
|
2016-03-21 13:00:05 +00:00
|
|
|
AInventory *item = static_cast<AInventory *>(Spawn(reply->GiveType));
|
2016-03-01 15:47:10 +00:00
|
|
|
// Items given here should not count as items!
|
|
|
|
item->ClearCounters();
|
|
|
|
if (item->GetClass()->TypeName == NAME_FlameThrower)
|
|
|
|
{
|
|
|
|
// The flame thrower gives less ammo when given in a dialog
|
|
|
|
static_cast<AWeapon*>(item)->AmmoGive1 = 40;
|
|
|
|
}
|
|
|
|
item->flags |= MF_DROPPED;
|
|
|
|
if (!item->CallTryPickup(player->mo))
|
|
|
|
{
|
|
|
|
item->Destroy();
|
|
|
|
takestuff = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-08 14:47:22 +00:00
|
|
|
if (reply->GiveType->IsDescendantOf("SlideshowStarter"))
|
2016-03-01 15:47:10 +00:00
|
|
|
gameaction = ga_slideshow;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Trying to give a non-inventory item.
|
|
|
|
takestuff = false;
|
|
|
|
if (isconsole)
|
|
|
|
{
|
|
|
|
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (reply->ActionSpecial != 0)
|
|
|
|
{
|
|
|
|
takestuff |= !!P_ExecuteSpecial(reply->ActionSpecial, NULL, player->mo, false,
|
|
|
|
reply->Args[0], reply->Args[1], reply->Args[2], reply->Args[3], reply->Args[4]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Take away required items if the give was successful or none was needed.
|
|
|
|
if (takestuff)
|
|
|
|
{
|
|
|
|
for (i = 0; i < (int)reply->ItemCheck.Size(); ++i)
|
|
|
|
{
|
|
|
|
TakeStrifeItem (player, reply->ItemCheck[i].Item, reply->ItemCheck[i].Amount);
|
|
|
|
}
|
|
|
|
replyText = reply->QuickYes;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
replyText = "$txt_haveenough";
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update the quest log, if needed.
|
2017-02-19 00:11:52 +00:00
|
|
|
if (reply->LogString.IsNotEmpty())
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
const char *log = reply->LogString;
|
|
|
|
if (log[0] == '$')
|
|
|
|
{
|
|
|
|
log = GStrings(log + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
player->SetLogText(log);
|
|
|
|
}
|
|
|
|
else if (reply->LogNumber != 0)
|
|
|
|
{
|
|
|
|
player->SetLogNumber(reply->LogNumber);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (replyText != NULL && isconsole)
|
|
|
|
{
|
|
|
|
TerminalResponse(replyText);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Does this reply alter the speaker's conversation node? If NextNode is positive,
|
|
|
|
// the next time they talk, they will show the new node. If it is negative, then they
|
|
|
|
// will show the new node right away without terminating the dialogue.
|
|
|
|
if (reply->NextNode != 0)
|
|
|
|
{
|
|
|
|
int rootnode = npc->ConversationRoot;
|
|
|
|
const bool isNegative = reply->NextNode < 0;
|
|
|
|
const unsigned next = (unsigned)(rootnode + (isNegative ? -1 : 1) * reply->NextNode - 1);
|
|
|
|
|
|
|
|
if (next < StrifeDialogues.Size())
|
|
|
|
{
|
|
|
|
npc->Conversation = StrifeDialogues[next];
|
|
|
|
|
|
|
|
if (isNegative)
|
|
|
|
{
|
|
|
|
if (gameaction != ga_slideshow)
|
|
|
|
{
|
|
|
|
P_StartConversation (npc, player->mo, player->ConversationFaceTalker, false);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
S_StopSound (npc, CHAN_VOICE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf ("Next node %u is invalid, no such dialog page\n", next);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-03-16 11:41:26 +00:00
|
|
|
npc->Angles.Yaw = player->ConversationNPCAngle;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// [CW] Set these to NULL because we're not using to them
|
|
|
|
// anymore. However, this can interfere with slideshows
|
|
|
|
// so we don't set them to NULL in that case.
|
|
|
|
if (gameaction != ga_slideshow)
|
|
|
|
{
|
|
|
|
npc->flags5 &= ~MF5_INCONVERSATION;
|
|
|
|
player->ConversationFaceTalker = false;
|
|
|
|
player->ConversationNPC = NULL;
|
|
|
|
player->ConversationPC = NULL;
|
2016-03-16 21:29:35 +00:00
|
|
|
player->ConversationNPCAngle = 0.;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (isconsole)
|
|
|
|
{
|
|
|
|
I_SetMusicVolume (1.f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
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// P_ConversationCommand
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//
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// Complete a conversation command.
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//
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//============================================================================
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void P_ConversationCommand (int netcode, int pnum, BYTE **stream)
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{
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player_t *player = &players[pnum];
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// The conversation menus are normally closed by the menu code, but that
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// doesn't happen during demo playback, so we need to do it here.
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2017-02-19 13:21:49 +00:00
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if (demoplayback && CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu"))
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2016-03-01 15:47:10 +00:00
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{
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2017-02-18 18:19:14 +00:00
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CurrentMenu->Close();
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2016-03-01 15:47:10 +00:00
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}
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if (netcode == DEM_CONVREPLY)
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{
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int nodenum = ReadWord(stream);
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int replynum = ReadByte(stream);
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HandleReply(player, pnum == consoleplayer, nodenum, replynum);
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}
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else
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{
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assert(netcode == DEM_CONVNULL || netcode == DEM_CONVCLOSE);
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if (player->ConversationNPC != NULL)
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{
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2016-03-16 11:41:26 +00:00
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player->ConversationNPC->Angles.Yaw = player->ConversationNPCAngle;
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2016-03-01 15:47:10 +00:00
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player->ConversationNPC->flags5 &= ~MF5_INCONVERSATION;
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}
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if (netcode == DEM_CONVNULL)
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{
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player->ConversationFaceTalker = false;
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player->ConversationNPC = NULL;
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player->ConversationPC = NULL;
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2016-03-16 21:29:35 +00:00
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player->ConversationNPCAngle = 0.;
|
2016-03-01 15:47:10 +00:00
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}
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}
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}
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//============================================================================
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//
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// TerminalResponse
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//
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// Similar to C_MidPrint, but lower and colored and sized to match the
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// rest of the dialogue text.
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//
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//============================================================================
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static void TerminalResponse (const char *str)
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{
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if (str != NULL)
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{
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// handle string table replacement
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if (str[0] == '$')
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{
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str = GStrings(str + 1);
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}
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if (StatusBar != NULL)
|
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|
|
{
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|
|
AddToConsole(-1, str);
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|
|
AddToConsole(-1, "\n");
|
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|
|
// The message is positioned a bit above the menu choices, because
|
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|
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// merchants can tell you something like this but continue to show
|
|
|
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// their dialogue screen. I think most other conversations use this
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|
|
|
// only as a response for terminating the dialogue.
|
|
|
|
StatusBar->AttachMessage(new DHUDMessageFadeOut(SmallFont, str,
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|
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float(CleanWidth/2) + 0.4f, float(ConversationMenuY - 110 + CleanHeight/2), CleanWidth, -CleanHeight,
|
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|
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CR_UNTRANSLATED, 3, 1), MAKE_ID('T','A','L','K'));
|
|
|
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}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf("%s\n", str);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-02-19 10:49:59 +00:00
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, DropType);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, ThisNodeNum);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, ItemCheckNode);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerType);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerName);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, SpeakerVoice);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, Backdrop);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, Dialogue);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, Goodbye);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, Children);
|
2017-02-19 13:21:49 +00:00
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, MenuClassName);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueNode, UserData);
|
2017-02-19 10:49:59 +00:00
|
|
|
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, Next);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, GiveType);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, ActionSpecial);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, Args);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, PrintAmount);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, Reply);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, QuickYes);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, QuickNo);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, LogString);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, NextNode);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, LogNumber);
|
|
|
|
DEFINE_FIELD(FStrifeDialogueReply, NeedsGold);
|