gzdoom/src/p_conversation.cpp

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/*
** 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 "p_conversation.h"
#include "w_wad.h"
#include "cmdlib.h"
#include "v_text.h"
#include "gi.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 "d_event.h"
#include "doomstat.h"
#include "c_console.h"
#include "sbar.h"
#include "p_lnspec.h"
#include "p_local.h"
#include "menu/menu.h"
#include "g_levellocals.h"
#include "vm.h"
#include "actorinlines.h"
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// The conversations as they exist inside a SCRIPTxx lump.
struct Response
{
int32_t GiveType;
int32_t Item[3];
int32_t Count[3];
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char Reply[32];
char Yes[80];
int32_t Link;
uint32_t Log;
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char No[80];
};
struct Speech
{
uint32_t SpeakerType;
int32_t DropType;
int32_t ItemCheck[3];
int32_t Link;
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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;
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char Name[16];
char Dialogue[320];
Response Responses[5];
};
static FRandom pr_randomspeech("RandomSpeech");
TArray<FStrifeDialogueNode *> StrifeDialogues;
typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
typedef TMap<FName, int> 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;
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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);
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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);
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}
else
{
if (strnicmp (mapname, "MAP", 3) == 0)
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{
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)
|| LoadScriptFile(scriptname_b, false, 1))
{
return;
}
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}
if (gameinfo.Dialogue.IsNotEmpty())
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{
if (LoadScriptFile(gameinfo.Dialogue, false, 0))
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{
return;
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}
}
LoadScriptFile("SCRIPT00", false, 1);
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}
}
//============================================================================
//
// 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;
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if (!found)
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{
if (type == 0)
{
Printf(TEXTCOLOR_RED "Could not find dialog file %s\n", name);
}
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return false;
}
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FileReader lump = Wads.ReopenLumpReader (lumpnum);
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bool res = LoadScriptFile(lumpnum, lump, Wads.LumpLength(lumpnum), include, type);
return res;
}
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static bool LoadScriptFile(int lumpnum, FileReader &lump, int numnodes, bool include, int type)
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{
int i;
uint32_t prevSpeakerType;
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FStrifeDialogueNode *node;
char buffer[4];
lump.Read(buffer, 4);
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lump.Seek(-4, FileReader::SeekCur);
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// 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));
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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));
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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));
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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.
//
//============================================================================
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static FStrifeDialogueNode *ReadRetailNode (FileReader &lump, uint32_t &prevSpeakerType)
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{
FStrifeDialogueNode *node;
Speech speech;
char fullsound[16];
PClassActor *type;
int j;
node = new FStrifeDialogueNode;
lump.Read (&speech, sizeof(speech));
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// 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;
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// The speaker's portrait, if any.
speech.Dialogue[0] = 0; //speech.Backdrop[8] = 0;
node->Backdrop = speech.Backdrop;
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// 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;
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// The item the speaker should drop when killed.
node->DropType = GetStrifeType(speech.DropType);
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// 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(NAME_Inventory)) inv = nullptr;
node->ItemCheck[j].Item = inv;
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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.
//
//============================================================================
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static FStrifeDialogueNode *ReadTeaserNode (FileReader &lump, uint32_t &prevSpeakerType)
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{
FStrifeDialogueNode *node;
TeaserSpeech speech;
char fullsound[16];
PClassActor *type;
int j;
node = new FStrifeDialogueNode;
lump.Read (&speech, sizeof(speech));
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// 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;
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// The Teaser version doesn't have portraits.
node->Backdrop = "";
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// 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;
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// The item the speaker should drop when killed.
node->DropType = GetStrifeType (speech.DropType);
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// 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 = "";
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// The item to receive when this reply is used.
reply->GiveType = GetStrifeType (rsp->GiveType);
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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(NAME_Inventory)) inv = nullptr;
reply->ItemCheck[k].Item = inv;
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reply->ItemCheck[k].Amount = rsp->Count[k];
}
reply->PrintAmount = reply->ItemCheck[0].Amount;
reply->ItemCheckRequire.Clear();
reply->ItemCheckExclude.Clear();
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// 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;
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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 = "";
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}
else
{
reply->QuickYes = rsp->Yes;
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}
if (reply->ItemCheck[0].Item != 0)
{
reply->QuickNo = rsp->No;
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}
else
{
reply->QuickNo = "";
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}
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->IntVar(NAME_Amount) >= amount;
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}
//============================================================================
//
// 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)))
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return;
// Don't take the sigil.
if (itemtype->TypeName == NAME_Sigil)
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return;
IFVM(Actor, TakeInventory)
{
VMValue params[] = { player->mo, itemtype, amount, false, false };
VMCall(func, params, 5, nullptr, 0);
}
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}
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;
}
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//============================================================================
//
// 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"))
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{
CurrentMenu->Close();
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}
}
//============================================================================
//
// 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();
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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->Angles.Yaw;
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}
oldtarget = npc->target;
npc->target = pc;
if (facetalker)
{
if (!(npc->flags8 & MF8_DONTFACETALKER))
A_FaceTarget (npc);
pc->Angles.Yaw = pc->AngleTo(npc);
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}
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);
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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);
}
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if (CurNode != PrevNode)
{ // Only reset the selection if showing a different menu.
StaticLastReply = 0;
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PrevNode = CurNode;
}
// And open the menu
M_StartControlPanel (false);
M_ActivateMenu((DMenu*)cmenu);
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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
if (!(npc->flags8 & MF8_DONTFACETALKER))
npc->Angles.Yaw = player->ConversationNPCAngle;
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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)
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{
TerminalResponse(reply->QuickNo);
}
npc->ConversationAnimation(2);
if (!(npc->flags8 & MF8_DONTFACETALKER))
npc->Angles.Yaw = player->ConversationNPCAngle;
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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(NAME_Inventory))
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{
if (reply->GiveType->IsDescendantOf(NAME_Weapon))
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{
if (player->mo->FindInventory(reply->GiveType) != NULL)
{
takestuff = false;
}
}
if (takestuff)
{
AInventory *item = static_cast<AInventory *>(Spawn(reply->GiveType));
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// 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
item->IntVar(NAME_AmmoGive1) = 40;
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}
item->flags |= MF_DROPPED;
if (!CallTryPickup(item, player->mo))
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{
item->Destroy();
takestuff = false;
}
}
if (reply->GiveType->IsDescendantOf("SlideshowStarter"))
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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 = "$txt_haveenough";
}
// Update the quest log, if needed.
if (reply->LogString.IsNotEmpty())
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{
const char *log = reply->LogString;
if (log[0] == '$')
{
log = GStrings(log + 1);
}
player->SetLogText(log);
}
else if (reply->LogNumber != 0)
{
player->SetLogNumber(reply->LogNumber);
}
if (nullptr != replyText && '\0' != replyText[0] && isconsole)
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{
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);
}
}
if (!(npc->flags8 & MF8_DONTFACETALKER))
npc->Angles.Yaw = player->ConversationNPCAngle;
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// [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;
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player->ConversationNPCAngle = 0.;
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}
if (isconsole)
{
I_SetMusicVolume (level.MusicVolume);
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}
}
//============================================================================
//
// P_ConversationCommand
//
// Complete a conversation command.
//
//============================================================================
void P_ConversationCommand (int netcode, int pnum, uint8_t **stream)
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{
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"))
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{
CurrentMenu->Close();
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}
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)
{
if (!(player->ConversationNPC->flags8 & MF8_DONTFACETALKER))
player->ConversationNPC->Angles.Yaw = player->ConversationNPCAngle;
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player->ConversationNPC->flags5 &= ~MF5_INCONVERSATION;
}
if (netcode == DEM_CONVNULL)
{
player->ConversationFaceTalker = false;
player->ConversationNPC = NULL;
player->ConversationPC = NULL;
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player->ConversationNPCAngle = 0.;
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}
}
}
//============================================================================
//
// 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<DHUDMessageFadeOut>(SmallFont, str,
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float(CleanWidth/2) + 0.4f, float(ConversationMenuY - 110 + CleanHeight/2), CleanWidth, -CleanHeight,
CR_UNTRANSLATED, 3.f, 1.f), MAKE_ID('T','A','L','K'));
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}
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);