/* ** p_converstation.cpp ** Implements Strife style conversation dialogs ** **--------------------------------------------------------------------------- ** Copyright 2004-2008 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "actor.h" #include "p_conversation.h" #include "w_wad.h" #include "cmdlib.h" #include "s_sound.h" #include "v_text.h" #include "v_video.h" #include "m_random.h" #include "gi.h" #include "templates.h" #include "a_keys.h" #include "p_enemy.h" #include "gstrings.h" #include "sound/i_music.h" #include "p_setup.h" #include "d_net.h" #include "g_level.h" #include "d_event.h" #include "d_gui.h" #include "doomstat.h" #include "c_console.h" #include "sbar.h" #include "p_lnspec.h" #include "r_utility.h" #include "p_local.h" #include "menu/menu.h" #include "g_levellocals.h" #include "vm.h" #include "actorinlines.h" // The conversations as they exist inside a SCRIPTxx lump. struct Response { int32_t GiveType; int32_t Item[3]; int32_t Count[3]; char Reply[32]; char Yes[80]; int32_t Link; uint32_t Log; char No[80]; }; struct Speech { uint32_t SpeakerType; int32_t DropType; int32_t ItemCheck[3]; int32_t Link; char Name[16]; char Sound[8]; char Backdrop[8]; char Dialogue[320]; Response Responses[5]; }; // The Teaser version of the game uses an older version of the structure struct TeaserSpeech { uint32_t SpeakerType; int32_t DropType; uint32_t VoiceNumber; char Name[16]; char Dialogue[320]; Response Responses[5]; }; static FRandom pr_randomspeech("RandomSpeech"); TArray StrifeDialogues; typedef TMap FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS) typedef TMap FDialogueMap; // maps actor class names to dialogue array index FClassMap StrifeTypes; static FDialogueIDMap DialogueRoots; static FDialogueMap ClassRoots; static int ConversationMenuY; static int ConversationPauseTic; static int StaticLastReply; static bool LoadScriptFile(int lumpnum, FileReader &lump, int numnodes, bool include, int type); static FStrifeDialogueNode *ReadRetailNode (FileReader &lump, uint32_t &prevSpeakerType); static FStrifeDialogueNode *ReadTeaserNode (FileReader &lump, uint32_t &prevSpeakerType); static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses); static bool DrawConversationMenu (); static void PickConversationReply (int replyindex); static void TerminalResponse (const char *str); static FStrifeDialogueNode *PrevNode; //============================================================================ // // GetStrifeType // // Given an item type number, returns the corresponding PClass. // //============================================================================ void SetStrifeType(int convid, PClassActor *Class) { StrifeTypes[convid] = Class; } void ClearStrifeTypes() { StrifeTypes.Clear(); } void SetConversation(int convid, PClassActor *Class, int dlgindex) { if (convid != -1) { DialogueRoots[convid] = dlgindex; } if (Class != NULL) { ClassRoots[Class->TypeName] = dlgindex; } } PClassActor *GetStrifeType (int typenum) { PClassActor **ptype = StrifeTypes.CheckKey(typenum); if (ptype == NULL) return NULL; else return *ptype; } int GetConversation(int conv_id) { int *pindex = DialogueRoots.CheckKey(conv_id); if (pindex == NULL) return -1; else return *pindex; } int GetConversation(FName classname) { int *pindex = ClassRoots.CheckKey(classname); if (pindex == NULL) return -1; else return *pindex; } //============================================================================ // // P_LoadStrifeConversations // // Loads the SCRIPT00 and SCRIPTxx files for a corresponding map. // //============================================================================ void P_LoadStrifeConversations (MapData *map, const char *mapname) { P_FreeStrifeConversations (); if (map->Size(ML_CONVERSATION) > 0) { LoadScriptFile (map->lumpnum, map->Reader(ML_CONVERSATION), map->Size(ML_CONVERSATION), false, 0); } else { if (strnicmp (mapname, "MAP", 3) != 0) { return; } char scriptname_b[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 }; char scriptname_t[9] = { 'D','I','A','L','O','G',mapname[3],mapname[4],0 }; if (!LoadScriptFile(scriptname_t, false, 2)) { if (!LoadScriptFile (scriptname_b, false, 1)) { if (gameinfo.Dialogue.IsNotEmpty()) { if (LoadScriptFile(gameinfo.Dialogue, false, 0)) return; } LoadScriptFile ("SCRIPT00", false, 1); } } } } //============================================================================ // // LoadScriptFile // // Loads a SCRIPTxx file and converts it into a more useful internal format. // //============================================================================ bool LoadScriptFile (const char *name, bool include, int type) { int lumpnum = Wads.CheckNumForName (name); const bool found = lumpnum >= 0 || (lumpnum = Wads.CheckNumForFullName (name)) >= 0; if (!found) { if (type == 0) { Printf(TEXTCOLOR_RED "Could not find dialog file %s", name); } return false; } FileReader lump = Wads.ReopenLumpReader (lumpnum); bool res = LoadScriptFile(lumpnum, lump, Wads.LumpLength(lumpnum), include, type); return res; } static bool LoadScriptFile(int lumpnum, FileReader &lump, int numnodes, bool include, int type) { int i; uint32_t prevSpeakerType; FStrifeDialogueNode *node; char buffer[4]; lump.Read(buffer, 4); lump.Seek(-4, FileReader::SeekCur); // The binary format is so primitive that this check is enough to detect it. bool isbinary = (buffer[0] == 0 || buffer[1] == 0 || buffer[2] == 0 || buffer[3] == 0); if ((type == 1 && !isbinary) || (type == 2 && isbinary)) { DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum)); return false; } if (!isbinary) { P_ParseUSDF(lumpnum, lump, numnodes); } else { if (!include) { LoadScriptFile("SCRIPT00", true, 1); } if (!(gameinfo.flags & GI_SHAREWARE)) { // Strife scripts are always a multiple of 1516 bytes because each entry // is exactly 1516 bytes long. if (numnodes % 1516 != 0) { DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum)); return false; } numnodes /= 1516; } else { // And the teaser version has 1488-byte entries. if (numnodes % 1488 != 0) { DPrintf(DMSG_ERROR, "Incorrect data format for conversation script in %s.\n", Wads.GetLumpFullName(lumpnum)); return false; } numnodes /= 1488; } prevSpeakerType = 0; for (i = 0; i < numnodes; ++i) { if (!(gameinfo.flags & GI_SHAREWARE)) { node = ReadRetailNode (lump, prevSpeakerType); } else { node = ReadTeaserNode (lump, prevSpeakerType); } node->ThisNodeNum = StrifeDialogues.Push(node); } } return true; } //============================================================================ // // ReadRetailNode // // Converts a single dialogue node from the Retail version of Strife. // //============================================================================ static FStrifeDialogueNode *ReadRetailNode (FileReader &lump, uint32_t &prevSpeakerType) { FStrifeDialogueNode *node; Speech 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); speech.Link = LittleLong(speech.Link); // 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. node->Dialogue = speech.Dialogue; // The speaker's portrait, if any. speech.Dialogue[0] = 0; //speech.Backdrop[8] = 0; node->Backdrop = speech.Backdrop; // The speaker's voice for this node, if any. speech.Backdrop[0] = 0; //speech.Sound[8] = 0; mysnprintf (fullsound, countof(fullsound), "svox/%s", speech.Sound); node->SpeakerVoice = fullsound; // The speaker's name, if any. speech.Sound[0] = 0; //speech.Name[16] = 0; node->SpeakerName = speech.Name; // The item the speaker should drop when killed. node->DropType = 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) { auto inv = GetStrifeType(speech.ItemCheck[j]); if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr; node->ItemCheck[j].Item = inv; 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. // //============================================================================ static FStrifeDialogueNode *ReadTeaserNode (FileReader &lump, uint32_t &prevSpeakerType) { 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. node->Dialogue = speech.Dialogue; // The Teaser version doesn't have portraits. node->Backdrop = ""; // 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; node->SpeakerName = speech.Name; // The item the speaker should drop when killed. node->DropType = 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; reply->LogString = ""; // The item to receive when this reply is used. reply->GiveType = 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) { auto inv = GetStrifeType(rsp->Item[k]); if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr; reply->ItemCheck[k].Item = inv; reply->ItemCheck[k].Amount = rsp->Count[k]; } reply->PrintAmount = reply->ItemCheck[0].Amount; reply->ItemCheckRequire.Clear(); reply->ItemCheckExclude.Clear(); // If the first item check has a positive amount required, then // add that to the reply string. Otherwise, use the reply as-is. reply->Reply = rsp->Reply; 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) { reply->QuickYes = ""; } else { reply->QuickYes = rsp->Yes; } if (reply->ItemCheck[0].Item != 0) { reply->QuickNo = rsp->No; } else { reply->QuickNo = ""; } 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. if (itemtype->IsDescendantOf (PClass::FindActor(NAME_Key))) return; // Don't take the sigil. if (itemtype->TypeName == NAME_Sigil) 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; } //============================================================================ // // ShouldSkipReply // // Determines whether this reply should be skipped or not. // //============================================================================ static bool ShouldSkipReply(FStrifeDialogueReply *reply, player_t *player) { if (reply->Reply.IsEmpty()) 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; } DEFINE_ACTION_FUNCTION(FStrifeDialogueReply, ShouldSkipReply) { 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); 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; return 0; } // 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); } }; //============================================================================ // // P_FreeStrifeConversations // //============================================================================ void P_FreeStrifeConversations () { FStrifeDialogueNode *node; while (StrifeDialogues.Pop (node)) { delete node; } DialogueRoots.Clear(); ClassRoots.Clear(); PrevNode = NULL; if (CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu")) { CurrentMenu->Close(); } } //============================================================================ // // 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; } pc->Vel.Zero(); pc->player->Vel.Zero(); static_cast(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) { pc->player->ConversationNPCAngle = npc->Angles.Yaw; } oldtarget = npc->target; npc->target = pc; if (facetalker) { A_FaceTarget (npc); pc->Angles.Yaw = pc->AngleTo(npc); } 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); } // 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); auto cmenu = mcls->CreateNew(); IFVIRTUALPTRNAME(cmenu, "ConversationMenu", Init) { VMValue params[] = { cmenu, CurNode, pc->player, StaticLastReply }; VMReturn ret(&ConversationMenuY); VMCall(func, params, countof(params), &ret, 1); } if (CurNode != PrevNode) { // Only reset the selection if showing a different menu. StaticLastReply = 0; PrevNode = CurNode; } // And open the menu M_StartControlPanel (false); M_ActivateMenu((DMenu*)cmenu); 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 npc->Angles.Yaw = player->ConversationNPCAngle; 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. if (reply->QuickNo.IsNotEmpty() && isconsole) { TerminalResponse(reply->QuickNo); } npc->ConversationAnimation(2); npc->Angles.Yaw = player->ConversationNPCAngle; 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))) { if (reply->GiveType->IsDescendantOf(NAME_Weapon)) { if (player->mo->FindInventory(reply->GiveType) != NULL) { takestuff = false; } } if (takestuff) { AInventory *item = static_cast(Spawn(reply->GiveType)); // 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(item)->AmmoGive1 = 40; } item->flags |= MF_DROPPED; if (!item->CallTryPickup(player->mo)) { item->Destroy(); takestuff = false; } } if (reply->GiveType->IsDescendantOf("SlideshowStarter")) 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 = "$txt_haveenough"; } // Update the quest log, if needed. if (reply->LogString.IsNotEmpty()) { const char *log = reply->LogString; if (log[0] == '$') { log = GStrings(log + 1); } player->SetLogText(log); } else if (reply->LogNumber != 0) { player->SetLogNumber(reply->LogNumber); } if (nullptr != replyText && '\0' != replyText[0] && 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); } } npc->Angles.Yaw = player->ConversationNPCAngle; // [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; player->ConversationNPCAngle = 0.; } if (isconsole) { I_SetMusicVolume (level.MusicVolume); } } //============================================================================ // // P_ConversationCommand // // Complete a conversation command. // //============================================================================ void P_ConversationCommand (int netcode, int pnum, uint8_t **stream) { player_t *player = &players[pnum]; // The conversation menus are normally closed by the menu code, but that // doesn't happen during demo playback, so we need to do it here. if (demoplayback && CurrentMenu != NULL && CurrentMenu->IsKindOf("ConversationMenu")) { CurrentMenu->Close(); } if (netcode == DEM_CONVREPLY) { int nodenum = ReadWord(stream); int replynum = ReadByte(stream); HandleReply(player, pnum == consoleplayer, nodenum, replynum); } else { assert(netcode == DEM_CONVNULL || netcode == DEM_CONVCLOSE); if (player->ConversationNPC != NULL) { player->ConversationNPC->Angles.Yaw = player->ConversationNPCAngle; player->ConversationNPC->flags5 &= ~MF5_INCONVERSATION; } if (netcode == DEM_CONVNULL) { player->ConversationFaceTalker = false; player->ConversationNPC = NULL; player->ConversationPC = NULL; player->ConversationNPCAngle = 0.; } } } //============================================================================ // // TerminalResponse // // Similar to C_MidPrint, but lower and colored and sized to match the // rest of the dialogue text. // //============================================================================ static void TerminalResponse (const char *str) { if (str != NULL) { // handle string table replacement if (str[0] == '$') { str = GStrings(str + 1); } if (StatusBar != NULL) { AddToConsole(-1, str); AddToConsole(-1, "\n"); // The message is positioned a bit above the menu choices, because // merchants can tell you something like this but continue to show // their dialogue screen. I think most other conversations use this // only as a response for terminating the dialogue. StatusBar->AttachMessage(Create(SmallFont, str, float(CleanWidth/2) + 0.4f, float(ConversationMenuY - 110 + CleanHeight/2), CleanWidth, -CleanHeight, CR_UNTRANSLATED, 3.f, 1.f), MAKE_ID('T','A','L','K')); } else { Printf("%s\n", str); } } } 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); DEFINE_FIELD(FStrifeDialogueNode, MenuClassName); DEFINE_FIELD(FStrifeDialogueNode, UserData); 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);