gzdoom-gles/src/p_conversation.cpp
Christoph Oelckers 0006013531 - Fixed: The conversation code tried to get the player's tag instead of the
NPC's he is talking to when it had no given name.


SVN r1896 (trunk)
2009-10-04 11:46:51 +00:00

1213 lines
33 KiB
C++
Raw Blame History

/*
** 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 <assert.h>
#include "actor.h"
#include "r_data.h"
#include "r_main.h"
#include "p_conversation.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "s_sound.h"
#include "m_menu.h"
#include "v_text.h"
#include "v_video.h"
#include "m_random.h"
#include "gi.h"
#include "templates.h"
#include "a_strifeglobal.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 "doomstat.h"
// The conversations as they exist inside a SCRIPTxx lump.
struct Response
{
SDWORD GiveType;
SDWORD Item[3];
SDWORD Count[3];
char Reply[32];
char Yes[80];
SDWORD Link;
DWORD Log;
char No[80];
};
struct Speech
{
DWORD SpeakerType;
SDWORD DropType;
SDWORD ItemCheck[3];
SDWORD 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
{
DWORD SpeakerType;
SDWORD DropType;
DWORD VoiceNumber;
char Name[16];
char Dialogue[320];
Response Responses[5];
};
static FRandom pr_randomspeech("RandomSpeech");
void GiveSpawner (player_t *player, const PClass *type);
TArray<FStrifeDialogueNode *> StrifeDialogues;
// There were 344 types in Strife, and Strife conversations refer
// to their index in the mobjinfo table. This table indexes all
// the Strife actor types in the order Strife had them and is
// initialized as part of the actor's setup in infodefaults.cpp.
const PClass *StrifeTypes[1001];
static menu_t ConversationMenu;
static TArray<menuitem_t> ConversationItems;
static int ConversationPauseTic;
static bool ShowGold;
static void LoadScriptFile (const char *name);
static void LoadScriptFile(FileReader *lump, int numnodes);
static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeakerType);
static FStrifeDialogueNode *ReadTeaserNode (FileReader *lump, DWORD &prevSpeakerType);
static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses);
static void DrawConversationMenu ();
static void PickConversationReply ();
static void CleanupConversationMenu ();
static void ConversationMenuEscaped ();
static FStrifeDialogueNode *CurNode, *PrevNode;
static FBrokenLines *DialogueLines;
static bool Conversation_TakeStuff;
#define NUM_RANDOM_LINES 10
#define NUM_RANDOM_GOODBYES 3
//============================================================================
//
// GetStrifeType
//
// Given an item type number, returns the corresponding PClass.
//
//============================================================================
static const PClass *GetStrifeType (int typenum)
{
if (typenum > 0 && typenum < 1001)
{
return StrifeTypes[typenum];
}
return NULL;
}
//============================================================================
//
// P_LoadStrifeConversations
//
// Loads the SCRIPT00 and SCRIPTxx files for a corresponding map.
//
//============================================================================
void P_LoadStrifeConversations (MapData *map, const char *mapname)
{
if (map->Size(ML_CONVERSATION) > 0)
{
LoadScriptFile ("SCRIPT00");
map->Seek(ML_CONVERSATION);
LoadScriptFile (map->file, map->Size(ML_CONVERSATION));
}
else
{
if (strnicmp (mapname, "MAP", 3) != 0)
{
return;
}
char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 };
LoadScriptFile ("SCRIPT00");
LoadScriptFile (scriptname);
}
}
//============================================================================
//
// P_FreeStrifeConversations
//
//============================================================================
void P_FreeStrifeConversations ()
{
FStrifeDialogueNode *node;
while (StrifeDialogues.Pop (node))
{
delete node;
}
for (int i = 0; i < 344; ++i)
{
if (StrifeTypes[i] != NULL)
{
AActor * ac = GetDefaultByType (StrifeTypes[i]);
if (ac != NULL) ac->Conversation = NULL;
}
}
CurNode = NULL;
PrevNode = NULL;
}
//============================================================================
//
// ncopystring
//
// If the string has no content, returns NULL. Otherwise, returns a copy.
//
//============================================================================
static char *ncopystring (const char *string)
{
if (string == NULL || string[0] == 0)
{
return NULL;
}
return copystring (string);
}
//============================================================================
//
// LoadScriptFile
//
// Loads a SCRIPTxx file and converts it into a more useful internal format.
//
//============================================================================
static void LoadScriptFile (const char *name)
{
int lumpnum = Wads.CheckNumForName (name);
FileReader *lump;
if (lumpnum < 0)
{
return;
}
lump = Wads.ReopenLumpNum (lumpnum);
LoadScriptFile(lump, Wads.LumpLength(lumpnum));
delete lump;
}
static void LoadScriptFile(FileReader *lump, int numnodes)
{
int i;
DWORD prevSpeakerType;
FStrifeDialogueNode *node;
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)
{
return;
}
numnodes /= 1516;
}
else
{
// And the teaser version has 1488-byte entries.
if (numnodes % 1488 != 0)
{
return;
}
numnodes /= 1488;
}
prevSpeakerType = 0;
for (i = 0; i < numnodes; ++i)
{
if (!(gameinfo.flags & GI_SHAREWARE))
{
node = ReadRetailNode (lump, prevSpeakerType);
}
else
{
node = ReadTeaserNode (lump, prevSpeakerType);
}
StrifeDialogues.Push (node);
}
}
//============================================================================
//
// ReadRetailNode
//
// Converts a single dialogue node from the Retail version of Strife.
//
//============================================================================
static FStrifeDialogueNode *ReadRetailNode (FileReader *lump, DWORD &prevSpeakerType)
{
FStrifeDialogueNode *node;
Speech speech;
char fullsound[16];
const PClass *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 (prevSpeakerType != speech.SpeakerType)
{
if (type != NULL)
{
GetDefaultByType (type)->Conversation = node;
}
prevSpeakerType = speech.SpeakerType;
}
// Convert the rest of the data to our own internal format.
node->Dialogue = ncopystring (speech.Dialogue);
// The speaker's portrait, if any.
speech.Dialogue[0] = 0; //speech.Backdrop[8] = 0;
node->Backdrop = TexMan.CheckForTexture (speech.Backdrop, FTexture::TEX_MiscPatch);
// 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 = ncopystring (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.
for (j = 0; j < 3; ++j)
{
node->ItemCheck[j] = GetStrifeType (speech.ItemCheck[j]);
}
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, DWORD &prevSpeakerType)
{
FStrifeDialogueNode *node;
TeaserSpeech speech;
char fullsound[16];
const PClass *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 (prevSpeakerType != speech.SpeakerType)
{
if (type != NULL)
{
GetDefaultByType (type)->Conversation = node;
}
prevSpeakerType = speech.SpeakerType;
}
// Convert the rest of the data to our own internal format.
node->Dialogue = ncopystring (speech.Dialogue);
// The Teaser version doesn't have portraits.
node->Backdrop.SetInvalid();
// 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 = ncopystring (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.
for (j = 0; j < 3; ++j)
{
node->ItemCheck[j] = NULL;
}
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;
// The item to receive when this reply is used.
reply->GiveType = GetStrifeType (rsp->GiveType);
// Do you need anything special for this reply to succeed?
for (k = 0; k < 3; ++k)
{
reply->ItemCheck[k] = GetStrifeType (rsp->Item[k]);
reply->ItemCheckAmount[k] = rsp->Count[k];
}
// ReplyLines is calculated when the menu is shown. It is just Reply
// with word wrap turned on.
reply->ReplyLines = NULL;
// If the first item check has a positive amount required, then
// add that to the reply string. Otherwise, use the reply as-is.
if (rsp->Count[0] > 0)
{
char moneystr[128];
mysnprintf (moneystr, countof(moneystr), "%s for %u", rsp->Reply, rsp->Count[0]);
reply->Reply = copystring (moneystr);
reply->NeedsGold = true;
}
else
{
reply->Reply = copystring (rsp->Reply);
reply->NeedsGold = false;
}
// 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 = NULL;
}
else
{
reply->QuickYes = ncopystring (rsp->Yes);
}
if (reply->ItemCheck[0] != 0)
{
reply->QuickNo = ncopystring (rsp->No);
}
else
{
reply->QuickNo = NULL;
}
reply->Next = *replyptr;
*replyptr = reply;
replyptr = &reply->Next;
}
}
//============================================================================
//
// FStrifeDialogueNode :: ~FStrifeDialogueNode
//
//============================================================================
FStrifeDialogueNode::~FStrifeDialogueNode ()
{
if (SpeakerName != NULL) delete[] SpeakerName;
if (Dialogue != NULL) delete[] Dialogue;
FStrifeDialogueReply *tokill = Children;
while (tokill != NULL)
{
FStrifeDialogueReply *next = tokill->Next;
delete tokill;
tokill = next;
}
}
//============================================================================
//
// FStrifeDialogueReply :: ~FStrifeDialogueReply
//
//============================================================================
FStrifeDialogueReply::~FStrifeDialogueReply ()
{
if (Reply != NULL) delete[] Reply;
if (QuickYes != NULL) delete[] QuickYes;
if (QuickNo != NULL) delete[] QuickNo;
if (ReplyLines != NULL) V_FreeBrokenLines (ReplyLines);
}
//============================================================================
//
// 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, const PClass *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, const PClass *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 (RUNTIME_CLASS(AKey)))
return;
// Don't take the sigil
if (itemtype == RUNTIME_CLASS(ASigil))
return;
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_TAKEINVENTORY);
Net_WriteString (itemtype->TypeName.GetChars ());
Net_WriteWord (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;
}
//============================================================================
//
// P_StartConversation
//
// Begins a conversation between a PC and NPC.
//
//============================================================================
void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle)
{
AActor *oldtarget;
FStrifeDialogueReply *reply;
menuitem_t item;
const char *toSay;
int i, j;
// 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->velx = pc->vely = 0; // Stop moving
pc->player->velx = pc->player->vely = 0;
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)
{
pc->player->ConversationNPCAngle = npc->angle;
}
oldtarget = npc->target;
npc->target = pc;
if (facetalker)
{
A_FaceTarget (npc);
pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y);
}
if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS))
{
npc->target = oldtarget;
}
// Check if we should jump to another node
while (CurNode->ItemCheck[0] != NULL)
{
if (CheckStrifeItem (pc->player, CurNode->ItemCheck[0]) &&
CheckStrifeItem (pc->player, CurNode->ItemCheck[1]) &&
CheckStrifeItem (pc->player, CurNode->ItemCheck[2]))
{
int root = FindNode (pc->player->ConversationNPC->GetDefault()->Conversation);
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);
}
// Set up the menu
::CurNode = CurNode; // only set the global variab<61>le for the consoleplayer
ConversationMenu.PreDraw = DrawConversationMenu;
ConversationMenu.EscapeHandler = ConversationMenuEscaped;
// Format the speaker's message.
toSay = CurNode->Dialogue;
if (strncmp (toSay, "RANDOM_", 7) == 0)
{
FString dlgtext;
dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES));
toSay = GStrings[dlgtext.GetChars()];
if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;)
}
DialogueLines = V_BreakLines (SmallFont, screen->GetWidth()/CleanXfac-24*2, toSay);
// Fill out the possible choices
ShowGold = false;
item.type = numberedmore;
item.e.mfunc = PickConversationReply;
for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next)
{
if (reply->Reply == NULL)
{
continue;
}
ShowGold |= reply->NeedsGold;
reply->ReplyLines = V_BreakLines (SmallFont, 320-50-10, reply->Reply);
for (j = 0; reply->ReplyLines[j].Width >= 0; ++j)
{
item.label = reply->ReplyLines[j].Text.LockBuffer();
item.b.position = j == 0 ? i : 0;
item.c.extra = reply;
ConversationItems.Push (item);
}
++i;
}
char goodbye[25];
mysnprintf(goodbye, countof(goodbye), "TXT_RANDOMGOODBYE_%d", 1+(pr_randomspeech() % NUM_RANDOM_GOODBYES));
item.label = (char*)GStrings[goodbye];
if (item.label == NULL) item.label = "Bye.";
item.b.position = i;
item.c.extra = NULL;
ConversationItems.Push (item);
// Determine where the top of the reply list should be positioned.
i = (gameinfo.gametype & GAME_Raven) ? 9 : 8;
ConversationMenu.y = MIN<int> (140, 192 - ConversationItems.Size() * i);
for (i = 0; DialogueLines[i].Width >= 0; ++i)
{ }
i = 44 + i * 10;
if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2)
{
ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100;
}
ConversationMenu.indent = 50;
// Finish setting up the menu
ConversationMenu.items = &ConversationItems[0];
ConversationMenu.numitems = ConversationItems.Size();
if (CurNode != PrevNode)
{ // Only reset the selection if showing a different menu.
ConversationMenu.lastOn = 0;
PrevNode = CurNode;
}
ConversationMenu.DontDim = true;
// And open the menu
M_StartControlPanel (false);
OptionsActive = true;
menuactive = MENU_OnNoPause;
ConversationPauseTic = gametic + 20;
M_SwitchMenu (&ConversationMenu);
}
}
//============================================================================
//
// 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);
}
}
}
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
static void DrawConversationMenu ()
{
const char *speakerName;
int i, x, y, linesize;
player_t *cp = &players[consoleplayer];
assert (DialogueLines != NULL);
assert (CurNode != NULL);
if (CurNode == NULL)
{
M_ClearMenus ();
return;
}
// [CW] Freeze the game depending on MAPINFO options.
if (ConversationPauseTic < gametic && !multiplayer && !(level.flags2 & LEVEL2_CONV_SINGLE_UNFREEZE))
{
menuactive = MENU_On;
}
if (CurNode->Backdrop.isValid())
{
screen->DrawTexture (TexMan(CurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
}
x = 16 * screen->GetWidth() / 320;
y = 16 * screen->GetHeight() / 200;
linesize = 10 * CleanYfac;
// Who is talking to you?
if (CurNode->SpeakerName != NULL)
{
speakerName = CurNode->SpeakerName;
}
else
{
speakerName = cp->ConversationNPC->GetTag("Person");
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (!CurNode->Backdrop.isValid())
{
for (i = 0; DialogueLines[i].Width >= 0; ++i)
{ }
screen->Dim (0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
308 * screen->GetWidth() / 320 - 14 * screen->GetWidth () / 320,
speakerName == NULL ? linesize * i + 6 * CleanYfac
: linesize * i + 6 * CleanYfac + linesize * 3/2);
}
// Dim the screen behind the PC's choices.
screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2,
(ConversationMenu.y - 2 - 100) * CleanYfac + screen->GetHeight()/2,
272 * CleanXfac,
MIN(ConversationMenu.numitems * (gameinfo.gametype & GAME_Raven ? 9 : 8) + 4,
200 - ConversationMenu.y) * CleanYfac);
if (speakerName != NULL)
{
screen->DrawText (SmallFont, CR_WHITE, x, y, speakerName,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize * 3 / 2;
}
x = 24 * screen->GetWidth() / 320;
for (i = 0; DialogueLines[i].Width >= 0; ++i)
{
screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, DialogueLines[i].Text,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize;
}
if (ShowGold)
{
AInventory *coin = cp->ConversationPC->FindInventory (RUNTIME_CLASS(ACoin));
char goldstr[32];
mysnprintf (goldstr, countof(goldstr), "%d", coin != NULL ? coin->Amount : 0);
screen->DrawText (SmallFont, CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
3, 190, DTA_320x200, true,
DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
screen->DrawText (SmallFont, CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon),
2, 189, DTA_320x200, true, TAG_DONE);
}
}
//============================================================================
//
// PickConversationReply
//
//============================================================================
static void PickConversationReply ()
{
const char *replyText = NULL;
FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra;
int i;
player_t *cp = &players[consoleplayer];
Conversation_TakeStuff = false;
M_ClearMenus ();
CleanupConversationMenu ();
if (reply == NULL)
{
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_NPCANGLE);
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_CLOSE);
return;
}
// Check if you have the requisite items for this choice
for (i = 0; i < 3; ++i)
{
if (!CheckStrifeItem (cp, reply->ItemCheck[i], reply->ItemCheckAmount[i]))
{
// No, you don't. Say so and let the NPC animate negatively.
if (reply->QuickNo)
{
Printf ("%s\n", reply->QuickNo);
}
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_ANIMATE);
Net_WriteByte (2);
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_NPCANGLE);
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_CLOSE);
return;
}
}
// Yay, you do! Let the NPC animate affirmatively.
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_ANIMATE);
Net_WriteByte (1);
// If this reply gives you something, then try to receive it.
Conversation_TakeStuff = true;
if (reply->GiveType != NULL)
{
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
if (cp->mo->FindInventory(reply->GiveType) != NULL)
{
Conversation_TakeStuff = false;
}
}
if (Conversation_TakeStuff)
{
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_GIVEINVENTORY);
Net_WriteString (reply->GiveType->TypeName.GetChars ());
}
if (reply->GiveType->IsDescendantOf (RUNTIME_CLASS (ASlideshowStarter)))
gameaction = ga_slideshow;
}
else
{
// Trying to give a non-inventory item.
Conversation_TakeStuff = false;
Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars());
}
}
// Take away required items if the give was successful or none was needed.
if (Conversation_TakeStuff)
{
for (i = 0; i < 3; ++i)
{
TakeStrifeItem (&players[consoleplayer], reply->ItemCheck[i], reply->ItemCheckAmount[i]);
}
replyText = reply->QuickYes;
}
else
{
replyText = "You seem to have enough!";
}
// Update the quest log, if needed.
if (reply->LogNumber != 0)
{
cp->SetLogNumber (reply->LogNumber);
}
if (replyText != NULL)
{
Printf ("%s\n", 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 = FindNode (cp->ConversationNPC->GetDefault()->Conversation);
if (reply->NextNode < 0)
{
cp->ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1];
if (gameaction != ga_slideshow)
{
P_StartConversation (cp->ConversationNPC, cp->mo, cp->ConversationFaceTalker, false);
return;
}
else
{
S_StopSound (cp->ConversationNPC, CHAN_VOICE);
}
}
else
{
cp->ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1];
}
}
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_NPCANGLE);
// [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)
{
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_SETNULL);
}
I_SetMusicVolume (1.f);
}
//============================================================================
//
// CleanupConversationMenu
//
// Release the resources used to create the most recent conversation menu.
//
//============================================================================
void CleanupConversationMenu ()
{
FStrifeDialogueReply *reply;
if (CurNode != NULL)
{
for (reply = CurNode->Children; reply != NULL; reply = reply->Next)
{
if (reply->ReplyLines != NULL)
{
V_FreeBrokenLines (reply->ReplyLines);
reply->ReplyLines = NULL;
}
}
CurNode = NULL;
}
if (DialogueLines != NULL)
{
V_FreeBrokenLines (DialogueLines);
DialogueLines = NULL;
}
ConversationItems.Clear ();
I_SetMusicVolume (1.f);
}
//============================================================================
//
// ConversationMenuEscaped
//
// Called when the user presses escape to leave the conversation menu.
//
//============================================================================
void ConversationMenuEscaped ()
{
CleanupConversationMenu ();
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_NPCANGLE);
Net_WriteByte (DEM_CONVERSATION);
Net_WriteByte (CONV_SETNULL);
}
//============================================================================
//
// P_ConversationCommand
//
// Complete a conversation command.
//
//============================================================================
void P_ConversationCommand (int player, BYTE **stream)
{
int type = ReadByte (stream);
switch (type)
{
case CONV_NPCANGLE:
players[player].ConversationNPC->angle = players[player].ConversationNPCAngle;
break;
case CONV_ANIMATE:
players[player].ConversationNPC->ConversationAnimation (ReadByte (stream));
break;
case CONV_GIVEINVENTORY:
{
AInventory *item = static_cast<AInventory *> (Spawn (ReadString (stream), 0, 0, 0, NO_REPLACE));
// Items given here should not count as items!
if (item->flags & MF_COUNTITEM)
{
level.total_items--;
item->flags &= ~MF_COUNTITEM;
}
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 (players[player].mo))
{
item->Destroy ();
Conversation_TakeStuff = false;
}
}
break;
case CONV_TAKEINVENTORY:
{
AInventory *item = players[player].ConversationPC->FindInventory (PClass::FindClass (ReadString (stream)));
if (item != NULL)
{
item->Amount -= ReadWord (stream);
if (item->Amount <= 0)
{
item->Destroy ();
}
}
}
break;
case CONV_SETNULL:
if (players[player].ConversationNPC != NULL)
{
players[player].ConversationNPC->flags5 &= ~MF5_INCONVERSATION;
}
players[player].ConversationFaceTalker = false;
players[player].ConversationNPC = NULL;
players[player].ConversationPC = NULL;
players[player].ConversationNPCAngle = 0;
break;
case CONV_CLOSE:
if (players[player].ConversationNPC != NULL)
{
players[player].ConversationNPC->flags5 &= ~MF5_INCONVERSATION;
}
break;
default:
break;
}
}