- scriptified the drawer functions of the conversation menu.

This commit is contained in:
Christoph Oelckers 2017-02-19 12:28:05 +01:00
parent c4a90f39af
commit 3c8a5fdbe7
3 changed files with 248 additions and 161 deletions

View File

@ -1022,166 +1022,6 @@ public:
}
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(TexMan(mCurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
return false;
}
return true;
}
//============================================================================
//
// Draw the speaker text
//
//============================================================================
virtual void DrawSpeakerText(bool dimbg)
{
FString speakerName;
int x = 16 * screen->GetWidth() / 320;
int y = 16 * screen->GetHeight() / 200;
int linesize = (OptionSettings.mLinespacing+2) * CleanYfac;
// Who is talking to you?
if (mCurNode->SpeakerName.IsNotEmpty())
{
speakerName = mCurNode->SpeakerName;
if (speakerName[0] == '$') speakerName = GStrings(speakerName + 1);
}
else
{
speakerName = players[consoleplayer].ConversationNPC->GetTag("Person");
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (dimbg)
{
int i = mDialogueLines->mCount;
screen->Dim(0, 0.45f, 14 * screen->GetWidth() / 320, 13 * screen->GetHeight() / 200,
308 * screen->GetWidth() / 320 - 14 * screen->GetWidth() / 320,
speakerName.IsEmpty() ? linesize * i + 6 * CleanYfac
: linesize * i + 6 * CleanYfac + linesize * 3 / 2);
}
if (speakerName.IsNotEmpty())
{
screen->DrawText(SmallFont, CR_WHITE, x, y, speakerName,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize * 3 / 2;
}
x = 24 * screen->GetWidth() / 320;
for (int i = 0; i < mDialogueLines->mCount; ++i)
{
screen->DrawText(SmallFont, CR_UNTRANSLATED, x, y, mDialogueLines->mBroken[i].Text,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize;
}
}
virtual void DrawReplies()
{
// Dim the screen behind the PC's choices.
screen->Dim(0, 0.45f, (24 - 160) * CleanXfac + screen->GetWidth() / 2,
(mYpos - 2 - 100) * CleanYfac + screen->GetHeight() / 2,
272 * CleanXfac,
MIN<int>(mResponseLines.Size() * OptionSettings.mLinespacing + 4, 200 - mYpos) * CleanYfac);
int y = mYpos;
int fontheight = OptionSettings.mLinespacing;
int response = 0;
for (unsigned i = 0; i < mResponseLines.Size(); i++, y += fontheight)
{
int width = SmallFont->StringWidth(mResponseLines[i]);
int x = 64;
screen->DrawText(SmallFont, CR_GREEN, x, y, mResponseLines[i], DTA_Clean, true, TAG_DONE);
if (i == mResponses[response])
{
char tbuf[16];
response++;
mysnprintf(tbuf, countof(tbuf), "%d.", response);
x = 50 - SmallFont->StringWidth(tbuf);
screen->DrawText(SmallFont, CR_GREY, x, y, tbuf, DTA_Clean, true, TAG_DONE);
if (response == mSelection + 1)
{
int color = ((MenuTime % 8) < 4) || CurrentMenu != this ? CR_RED : CR_GREY;
x = (50 + 3 - 160) * CleanXfac + screen->GetWidth() / 2;
int yy = (y + fontheight / 2 - 5 - 100) * CleanYfac + screen->GetHeight() / 2;
screen->DrawText(ConFont, color, x, yy, "\xd",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
}
}
}
}
virtual void DrawGold()
{
if (mShowGold)
{
auto cointype = PClass::FindActor("Coin");
if (cointype)
{
AInventory *coin = players[consoleplayer].ConversationPC->FindInventory(cointype);
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(cointype))->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(cointype))->Icon),
2, 189, DTA_320x200, true, TAG_DONE);
}
}
}
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
void Drawer()
{
if (mCurNode == NULL)
{
Close ();
return;
}
// [CW] Freeze the game depending on MAPINFO options.
if (ConversationPauseTic < gametic && !multiplayer && !(level.flags2 & LEVEL2_CONV_SINGLE_UNFREEZE))
{
menuactive = MENU_On;
}
bool dimbg = DrawBackdrop();
DrawSpeakerText(dimbg);
DrawReplies();
DrawGold();
}
};
IMPLEMENT_CLASS(DConversationMenu, true, false)
@ -1316,7 +1156,6 @@ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveang
// And open the menu
M_StartControlPanel (false);
M_ActivateMenu(cmenu);
ConversationPauseTic = gametic + 20;
menuactive = MENU_OnNoPause;
}
}

View File

@ -23,6 +23,7 @@
#include "zscript/menu/textentermenu.txt"
#include "zscript/menu/videomenu.txt"
#include "zscript/menu/readthis.txt"
#include "zscript/menu/conversationmenu.txt"
#include "zscript/inventory/inventory.txt"
#include "zscript/inventory/inv_misc.txt"

View File

@ -0,0 +1,247 @@
/*
** 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;
}
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;
//ConversationPauseTic = gametic + 20;
//============================================================================
//
// 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;
}
}
}