gzdoom/wadsrc/static/zscript/menu/conversationmenu.txt

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/*
** conversationmenu.txt
** The Strife dialogue display
**
**---------------------------------------------------------------------------
** Copyright 2010-2017 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
struct StrifeDialogueNode native
{
native Class<Actor> DropType;
native int ThisNodeNum;
native int ItemCheckNode;
native Class<Actor> SpeakerType;
native String SpeakerName;
native Sound SpeakerVoice;
native TextureID Backdrop;
native String Dialogue;
native String Goodbye;
native StrifeDialogueReply Children;
}
// FStrifeDialogueReply holds responses the player can give to the NPC
struct StrifeDialogueReply native
{
native StrifeDialogueReply Next;
native Class<Actor> GiveType;
native int ActionSpecial;
native int Args[5];
native int PrintAmount;
native String Reply;
native String QuickYes;
native String QuickNo;
native String LogString;
native int NextNode; // index into StrifeDialogues
native int LogNumber;
native bool NeedsGold;
native bool ShouldSkipReply(PlayerInfo player);
}
class ConversationMenu : Menu native
{
native String mSpeaker;
native BrokenLines mDialogueLines;
native Array<String> mResponseLines;
native Array<uint> mResponses;
native bool mShowGold;
native StrifeDialogueNode mCurNode;
native int mYpos;
native PlayerInfo mPlayer;
native int mSelection;
native static void SendConversationReply(int node, int reply);
//ConversationPauseTic = gametic + 20;
// DontDim = true;
//=============================================================================
//
//
//
//=============================================================================
override void OnDestroy()
{
mDialogueLines.Destroy();
SetMusicVolume (1);
Super.OnDestroy();
}
protected int GetReplyNum()
{
// This is needed because mSelection represents the replies currently being displayed which will
// not match up with what's supposed to be selected if there are any hidden/skipped replies. [FishyClockwork]
let reply = mCurNode.Children;
int replynum = mSelection;
for (int i = 0; i <= mSelection && reply != null; reply = reply.Next)
{
if (reply.ShouldSkipReply(mPlayer))
replynum++;
else
i++;
}
return replynum;
}
//=============================================================================
//
//
//
//=============================================================================
override bool MenuEvent(int mkey, bool fromcontroller)
{
if (demoplayback)
{ // During demo playback, don't let the user do anything besides close this menu.
if (mkey == MKEY_Back)
{
Close();
return true;
}
return false;
}
if (mkey == MKEY_Up)
{
if (--mSelection < 0) mSelection = mResponses.Size() - 1;
return true;
}
else if (mkey == MKEY_Down)
{
if (++mSelection >= mResponses.Size()) mSelection = 0;
return true;
}
else if (mkey == MKEY_Back)
{
SendConversationReply(-1, GetReplyNum());
Close();
return true;
}
else if (mkey == MKEY_Enter)
{
int replynum = GetReplyNum();
if (mSelection >= mResponses.Size())
{
SendConversationReply(-2, replynum);
}
else
{
// Send dialogue and reply numbers across the wire.
SendConversationReply(mCurNode.ThisNodeNum, replynum);
}
Close();
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
override bool MouseEvent(int type, int x, int y)
{
int sel = -1;
int fh = OptionMenuSettings.mLinespacing;
// convert x/y from screen to virtual coordinates, according to CleanX/Yfac use in DrawTexture
x = ((x - (screen.GetWidth() / 2)) / CleanXfac) + 160;
y = ((y - (screen.GetHeight() / 2)) / CleanYfac) + 100;
if (x >= 24 && x <= 320-24 && y >= mYpos && y < mYpos + fh * mResponseLines.Size())
{
sel = (y - mYpos) / fh;
for(int i = 0; i < mResponses.Size(); i++)
{
if (mResponses[i] > sel)
{
sel = i-1;
break;
}
}
}
if (sel != -1 && sel != mSelection)
{
//S_Sound (CHAN_VOICE | CHAN_UI, "menu/cursor", snd_menuvolume, ATTN_NONE);
}
mSelection = sel;
if (type == MOUSE_Release)
{
return MenuEvent(MKEY_Enter, true);
}
return true;
}
//=============================================================================
//
//
//
//=============================================================================
override bool Responder(InputEventData ev)
{
if (demoplayback)
{ // No interaction during demo playback
return false;
}
if (ev.type == InputEventData.GUI_Event && ev.subtype == InputEventData.GUI_Char && ev.data1 >= 48 && ev.data1 <= 57)
{ // Activate an item of type numberedmore (dialogue only)
mSelection = ev.data1 == 48 ? 9 : ev.data1 - 49;
return MenuEvent(MKEY_Enter, false);
}
return Super.Responder(ev);
}
//============================================================================
//
// Draw the backdrop, returns true if the text background should be dimmed
//
//============================================================================
virtual bool DrawBackdrop()
{
if (mCurNode.Backdrop.isValid())
{
screen.DrawTexture(mCurNode.Backdrop, false, 0, 0, DTA_320x200, true);
return false;
}
return true;
}
//============================================================================
//
// Draw the speaker text
//
//============================================================================
virtual void DrawSpeakerText(bool dimbg)
{
String speakerName;
int linesize = OptionMenuSettings.mLinespacing * CleanYfac;
int cnt = mDialogueLines.Count();
// Who is talking to you?
if (mCurNode.SpeakerName.Length() > 0)
{
speakerName = Stringtable.Localize(mCurNode.SpeakerName);
}
else
{
speakerName = players[consoleplayer].ConversationNPC.GetTag("Person");
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (dimbg)
{
int x = 14 * screen.GetWidth() / 320;
int y = 13 * screen.GetHeight() / 200;
int w = 294 * screen.GetWidth() / 320;
int h = linesize * cnt + 6 * CleanYfac;
if (speakerName.Length() > 0) h += linesize * 3 / 2;
screen.Dim(0, 0.45f, x, y, w, h);
}
int x = 16 * screen.GetWidth() / 320;
int y = 16 * screen.GetHeight() / 200;
if (speakerName.Length() > 0)
{
screen.DrawText(SmallFont, Font.CR_WHITE, x, y, speakerName, DTA_CleanNoMove, true);
y += linesize * 3 / 2;
}
x = 24 * screen.GetWidth() / 320;
for (int i = 0; i < cnt; ++i)
{
screen.DrawText(SmallFont, Font.CR_UNTRANSLATED, x, y, mDialogueLines.StringAt(i), DTA_CleanNoMove, true);
y += linesize;
}
}
//============================================================================
//
// Draw the replies
//
//============================================================================
virtual void DrawReplies()
{
// Dim the screen behind the PC's choices.
screen.Dim(0, 0.45, (24 - 160) * CleanXfac + screen.GetWidth() / 2, (mYpos - 2 - 100) * CleanYfac + screen.GetHeight() / 2,
272 * CleanXfac, MIN(mResponseLines.Size() * OptionMenuSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
int y = mYpos;
int fontheight = OptionMenuSettings.mLinespacing;
int response = 0;
for (int i = 0; i < mResponseLines.Size(); i++)
{
int width = SmallFont.StringWidth(mResponseLines[i]);
int x = 64;
screen.DrawText(SmallFont, Font.CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true);
if (i == mResponses[response])
{
String tbuf;
response++;
tbuf = String.Format("%d.", response);
x = 50 - SmallFont.StringWidth(tbuf);
screen.DrawText(SmallFont, Font.CR_GREY, x, y, tbuf, DTA_Clean, true);
if (response == mSelection + 1)
{
int colr = ((MenuTime() % 8) < 4) || GetCurrentMenu() != self ? Font.CR_RED : Font.CR_GREY;
x = (50 + 3 - 160) * CleanXfac + screen.GetWidth() / 2;
int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen.GetHeight() / 2;
screen.DrawText(ConFont, colr, x, yy, "\xd", DTA_CellX, 8 * CleanXfac, DTA_CellY, 8 * CleanYfac);
}
}
y += fontheight;
}
}
virtual void DrawGold()
{
if (mShowGold)
{
let coin = players[consoleplayer].ConversationPC.FindInventory("Coin");
let icon = GetDefaultByType("Coin").Icon;
let goldstr = String.Format("%d", coin != NULL ? coin.Amount : 0);
screen.DrawText(SmallFont, Font.CR_GRAY, 21, 191, goldstr, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW);
screen.DrawTexture(icon, false, 3, 190, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW);
screen.DrawText(SmallFont, Font.CR_GRAY, 20, 190, goldstr, DTA_320x200, true);
screen.DrawTexture(icon, false, 2, 189, DTA_320x200, true);
}
}
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
override void Drawer()
{
if (mCurNode == NULL)
{
Close ();
return;
}
bool dimbg = DrawBackdrop();
DrawSpeakerText(dimbg);
DrawReplies();
DrawGold();
}
//============================================================================
//
//
//
//============================================================================
override void Ticker()
{
// will be reactivated later.
// [CW] Freeze the game depending on MAPINFO options.
//if (ConversationPauseTic < gametic && !multiplayer && !level.no_dlg_freeze)
{
menuactive = Menu.On;
}
}
}