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- scriptified the drawer functions of the conversation menu.
This commit is contained in:
parent
c4a90f39af
commit
3c8a5fdbe7
3 changed files with 248 additions and 161 deletions
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@ -1022,166 +1022,6 @@ public:
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}
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}
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return Super::Responder(ev);
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return Super::Responder(ev);
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}
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}
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//============================================================================
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//
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// Draw the backdrop, returns true if the text background should be dimmed
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//
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//============================================================================
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virtual bool DrawBackdrop()
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{
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if (mCurNode->Backdrop.isValid())
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{
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screen->DrawTexture(TexMan(mCurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
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return false;
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}
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return true;
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}
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//============================================================================
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//
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// Draw the speaker text
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//
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//============================================================================
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virtual void DrawSpeakerText(bool dimbg)
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{
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FString speakerName;
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int x = 16 * screen->GetWidth() / 320;
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int y = 16 * screen->GetHeight() / 200;
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int linesize = (OptionSettings.mLinespacing+2) * CleanYfac;
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// Who is talking to you?
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if (mCurNode->SpeakerName.IsNotEmpty())
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{
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speakerName = mCurNode->SpeakerName;
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if (speakerName[0] == '$') speakerName = GStrings(speakerName + 1);
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}
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else
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{
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speakerName = players[consoleplayer].ConversationNPC->GetTag("Person");
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}
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// Dim the screen behind the dialogue (but only if there is no backdrop).
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if (dimbg)
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{
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int i = mDialogueLines->mCount;
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screen->Dim(0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
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308 * screen->GetWidth() / 320 - 14 * screen->GetWidth() / 320,
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speakerName.IsEmpty() ? linesize * i + 6 * CleanYfac
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: linesize * i + 6 * CleanYfac + linesize * 3 / 2);
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}
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if (speakerName.IsNotEmpty())
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{
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screen->DrawText(SmallFont, CR_WHITE, x, y, speakerName,
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DTA_CleanNoMove, true, TAG_DONE);
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y += linesize * 3 / 2;
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}
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x = 24 * screen->GetWidth() / 320;
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for (int i = 0; i < mDialogueLines->mCount; ++i)
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{
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screen->DrawText(SmallFont, CR_UNTRANSLATED, x, y, mDialogueLines->mBroken[i].Text,
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DTA_CleanNoMove, true, TAG_DONE);
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y += linesize;
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}
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}
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virtual void DrawReplies()
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{
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// Dim the screen behind the PC's choices.
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screen->Dim(0, 0.45f, (24 - 160) * CleanXfac + screen->GetWidth() / 2,
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(mYpos - 2 - 100) * CleanYfac + screen->GetHeight() / 2,
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272 * CleanXfac,
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MIN<int>(mResponseLines.Size() * OptionSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
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int y = mYpos;
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int fontheight = OptionSettings.mLinespacing;
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int response = 0;
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for (unsigned i = 0; i < mResponseLines.Size(); i++, y += fontheight)
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{
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int width = SmallFont->StringWidth(mResponseLines[i]);
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int x = 64;
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screen->DrawText(SmallFont, CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true, TAG_DONE);
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if (i == mResponses[response])
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{
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char tbuf[16];
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response++;
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mysnprintf(tbuf, countof(tbuf), "%d.", response);
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x = 50 - SmallFont->StringWidth(tbuf);
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screen->DrawText(SmallFont, CR_GREY, x, y, tbuf, DTA_Clean, true, TAG_DONE);
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if (response == mSelection + 1)
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{
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int color = ((MenuTime % 8) < 4) || CurrentMenu != this ? CR_RED : CR_GREY;
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x = (50 + 3 - 160) * CleanXfac + screen->GetWidth() / 2;
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int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen->GetHeight() / 2;
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screen->DrawText(ConFont, color, x, yy, "\xd",
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DTA_CellX, 8 * CleanXfac,
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DTA_CellY, 8 * CleanYfac,
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TAG_DONE);
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}
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}
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}
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}
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virtual void DrawGold()
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{
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if (mShowGold)
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{
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auto cointype = PClass::FindActor("Coin");
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if (cointype)
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{
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AInventory *coin = players[consoleplayer].ConversationPC->FindInventory(cointype);
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char goldstr[32];
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mysnprintf(goldstr, countof(goldstr), "%d", coin != NULL ? coin->Amount : 0);
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screen->DrawText(SmallFont, CR_GRAY, 21, 191, goldstr, DTA_320x200, true,
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DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
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screen->DrawTexture(TexMan(((AInventory *)GetDefaultByType(cointype))->Icon),
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3, 190, DTA_320x200, true,
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DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE);
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screen->DrawText(SmallFont, CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE);
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screen->DrawTexture(TexMan(((AInventory *)GetDefaultByType(cointype))->Icon),
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2, 189, DTA_320x200, true, TAG_DONE);
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}
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}
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}
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//============================================================================
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//
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// DrawConversationMenu
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//
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//============================================================================
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void Drawer()
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{
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if (mCurNode == NULL)
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{
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Close ();
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return;
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}
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// [CW] Freeze the game depending on MAPINFO options.
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if (ConversationPauseTic < gametic && !multiplayer && !(level.flags2 & LEVEL2_CONV_SINGLE_UNFREEZE))
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{
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menuactive = MENU_On;
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}
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bool dimbg = DrawBackdrop();
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DrawSpeakerText(dimbg);
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DrawReplies();
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DrawGold();
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}
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};
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};
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IMPLEMENT_CLASS(DConversationMenu, true, false)
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IMPLEMENT_CLASS(DConversationMenu, true, false)
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@ -1316,7 +1156,6 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
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// And open the menu
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// And open the menu
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M_StartControlPanel (false);
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M_StartControlPanel (false);
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M_ActivateMenu(cmenu);
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M_ActivateMenu(cmenu);
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ConversationPauseTic = gametic + 20;
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menuactive = MENU_OnNoPause;
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menuactive = MENU_OnNoPause;
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}
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}
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}
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}
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@ -23,6 +23,7 @@
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#include "zscript/menu/textentermenu.txt"
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#include "zscript/menu/textentermenu.txt"
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#include "zscript/menu/videomenu.txt"
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#include "zscript/menu/videomenu.txt"
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#include "zscript/menu/readthis.txt"
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#include "zscript/menu/readthis.txt"
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#include "zscript/menu/conversationmenu.txt"
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#include "zscript/inventory/inventory.txt"
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#include "zscript/inventory/inventory.txt"
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#include "zscript/inventory/inv_misc.txt"
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#include "zscript/inventory/inv_misc.txt"
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247
wadsrc/static/zscript/menu/conversationmenu.txt
Normal file
247
wadsrc/static/zscript/menu/conversationmenu.txt
Normal file
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@ -0,0 +1,247 @@
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/*
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** conversationmenu.txt
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** The Strife dialogue display
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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struct StrifeDialogueNode native
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{
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native Class<Actor> DropType;
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native int ThisNodeNum;
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native int ItemCheckNode;
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native Class<Actor> SpeakerType;
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native String SpeakerName;
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native Sound SpeakerVoice;
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native TextureID Backdrop;
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native String Dialogue;
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native String Goodbye;
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native StrifeDialogueReply Children;
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}
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// FStrifeDialogueReply holds responses the player can give to the NPC
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struct StrifeDialogueReply native
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{
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native StrifeDialogueReply Next;
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native Class<Actor> GiveType;
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native int ActionSpecial;
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native int Args[5];
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native int PrintAmount;
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native String Reply;
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native String QuickYes;
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native String QuickNo;
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native String LogString;
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native int NextNode; // index into StrifeDialogues
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native int LogNumber;
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native bool NeedsGold;
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}
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class ConversationMenu : Menu native
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{
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native String mSpeaker;
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native BrokenLines mDialogueLines;
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native Array<String> mResponseLines;
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native Array<uint> mResponses;
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native bool mShowGold;
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native StrifeDialogueNode mCurNode;
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native int mYpos;
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native PlayerInfo mPlayer;
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native int mSelection;
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//ConversationPauseTic = gametic + 20;
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//============================================================================
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//
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// Draw the backdrop, returns true if the text background should be dimmed
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//
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//============================================================================
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virtual bool DrawBackdrop()
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{
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if (mCurNode.Backdrop.isValid())
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{
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screen.DrawTexture(mCurNode.Backdrop, false, 0, 0, DTA_320x200, true);
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return false;
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}
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return true;
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}
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//============================================================================
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//
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// Draw the speaker text
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//
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//============================================================================
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virtual void DrawSpeakerText(bool dimbg)
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{
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String speakerName;
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int linesize = OptionMenuSettings.mLinespacing * CleanYfac;
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int cnt = mDialogueLines.Count();
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// Who is talking to you?
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if (mCurNode.SpeakerName.Length() > 0)
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{
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speakerName = Stringtable.Localize(mCurNode.SpeakerName);
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}
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else
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{
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speakerName = players[consoleplayer].ConversationNPC.GetTag("Person");
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}
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// Dim the screen behind the dialogue (but only if there is no backdrop).
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if (dimbg)
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{
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int x = 14 * screen.GetWidth() / 320;
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int y = 13 * screen.GetHeight() / 200;
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int w = 294 * screen.GetWidth() / 320;
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int h = linesize * cnt + 6 * CleanYfac;
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if (speakerName.Length() > 0) h += linesize * 3 / 2;
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screen.Dim(0, 0.45f, x, y, w, h);
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}
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int x = 16 * screen.GetWidth() / 320;
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int y = 16 * screen.GetHeight() / 200;
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if (speakerName.Length() > 0)
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{
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screen.DrawText(SmallFont, Font.CR_WHITE, x, y, speakerName, DTA_CleanNoMove, true);
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y += linesize * 3 / 2;
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}
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x = 24 * screen.GetWidth() / 320;
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for (int i = 0; i < cnt; ++i)
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{
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screen.DrawText(SmallFont, Font.CR_UNTRANSLATED, x, y, mDialogueLines.StringAt(i), DTA_CleanNoMove, true);
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y += linesize;
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}
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}
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//============================================================================
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//
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// Draw the replies
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//
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//============================================================================
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virtual void DrawReplies()
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{
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// Dim the screen behind the PC's choices.
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screen.Dim(0, 0.45, (24 - 160) * CleanXfac + screen.GetWidth() / 2, (mYpos - 2 - 100) * CleanYfac + screen.GetHeight() / 2,
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272 * CleanXfac, MIN(mResponseLines.Size() * OptionMenuSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
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int y = mYpos;
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int fontheight = OptionMenuSettings.mLinespacing;
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int response = 0;
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for (int i = 0; i < mResponseLines.Size(); i++)
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{
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int width = SmallFont.StringWidth(mResponseLines[i]);
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int x = 64;
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screen.DrawText(SmallFont, Font.CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true);
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if (i == mResponses[response])
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{
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String tbuf;
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response++;
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tbuf = String.Format("%d.", response);
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x = 50 - SmallFont.StringWidth(tbuf);
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screen.DrawText(SmallFont, Font.CR_GREY, x, y, tbuf, DTA_Clean, true);
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if (response == mSelection + 1)
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{
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int colr = ((MenuTime() % 8) < 4) || GetCurrentMenu() != self ? Font.CR_RED : Font.CR_GREY;
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x = (50 + 3 - 160) * CleanXfac + screen.GetWidth() / 2;
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int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen.GetHeight() / 2;
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screen.DrawText(ConFont, colr, x, yy, "\xd", DTA_CellX, 8 * CleanXfac, DTA_CellY, 8 * CleanYfac);
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}
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}
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y += fontheight;
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}
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}
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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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
Loading…
Reference in a new issue