- split up DConversationMenu::Drawer for future flexibility.

- fixed: The in-conversation gold display did not work because it relied on an unused global variable.
This commit is contained in:
Christoph Oelckers 2017-02-19 11:49:59 +01:00
parent 129787546d
commit c4a90f39af
1 changed files with 136 additions and 80 deletions

View File

@ -112,7 +112,6 @@ static FDialogueMap ClassRoots;
static int ConversationMenuY;
static int ConversationPauseTic;
static bool ShowGold;
static int StaticLastReply;
static bool LoadScriptFile(int lumpnum, FileReader *lump, int numnodes, bool include, int type);
@ -1026,91 +1025,121 @@ public:
//============================================================================
//
// DrawConversationMenu
// Draw the backdrop, returns true if the text background should be dimmed
//
//============================================================================
void Drawer()
virtual bool DrawBackdrop()
{
const char *speakerName;
int x, y, linesize;
int width, fontheight;
player_t *cp = &players[consoleplayer];
assert (mDialogueLines != NULL);
assert (mCurNode != NULL);
FStrifeDialogueNode *CurNode = mCurNode;
if (CurNode == NULL)
if (mCurNode->Backdrop.isValid())
{
Close ();
return;
screen->DrawTexture(TexMan(mCurNode->Backdrop), 0, 0, DTA_320x200, true, TAG_DONE);
return false;
}
return true;
}
// [CW] Freeze the game depending on MAPINFO options.
if (ConversationPauseTic < gametic && !multiplayer && !(level.flags2 & LEVEL2_CONV_SINGLE_UNFREEZE))
{
menuactive = MENU_On;
}
//============================================================================
//
// Draw the speaker text
//
//============================================================================
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;
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 (CurNode->SpeakerName.IsNotEmpty())
if (mCurNode->SpeakerName.IsNotEmpty())
{
speakerName = CurNode->SpeakerName;
if (speakerName[0] == '$') speakerName = GStrings(speakerName+1);
speakerName = mCurNode->SpeakerName;
if (speakerName[0] == '$') speakerName = GStrings(speakerName + 1);
}
else
{
speakerName = cp->ConversationNPC->GetTag("Person");
speakerName = players[consoleplayer].ConversationNPC->GetTag("Person");
}
// Dim the screen behind the dialogue (but only if there is no backdrop).
if (!CurNode->Backdrop.isValid())
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 == NULL ? linesize * i + 6 * CleanYfac
: linesize * i + 6 * CleanYfac + linesize * 3/2);
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);
}
// 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);
if (speakerName != NULL)
if (speakerName.IsNotEmpty())
{
screen->DrawText (SmallFont, CR_WHITE, x, y, speakerName,
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,
screen->DrawText(SmallFont, CR_UNTRANSLATED, x, y, mDialogueLines->mBroken[i].Text,
DTA_CleanNoMove, true, TAG_DONE);
y += linesize;
}
}
if (ShowGold)
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 = cp->ConversationPC->FindInventory(cointype);
AInventory *coin = players[consoleplayer].ConversationPC->FindInventory(cointype);
char goldstr[32];
mysnprintf(goldstr, countof(goldstr), "%d", coin != NULL ? coin->Amount : 0);
@ -1125,39 +1154,32 @@ public:
}
}
y = mYpos;
fontheight = OptionSettings.mLinespacing;
}
int response = 0;
for (unsigned i = 0; i < mResponseLines.Size(); i++, y += fontheight)
//============================================================================
//
// DrawConversationMenu
//
//============================================================================
void Drawer()
{
if (mCurNode == NULL)
{
width = SmallFont->StringWidth(mResponseLines[i]);
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);
}
}
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();
}
};
@ -1598,3 +1620,37 @@ static void TerminalResponse (const char *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(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);
DEFINE_FIELD(DConversationMenu, mSpeaker);
DEFINE_FIELD(DConversationMenu, mDialogueLines);
DEFINE_FIELD(DConversationMenu, mResponseLines);
DEFINE_FIELD(DConversationMenu, mResponses);
DEFINE_FIELD(DConversationMenu, mShowGold);
DEFINE_FIELD(DConversationMenu, mCurNode);
DEFINE_FIELD(DConversationMenu, mYpos);
DEFINE_FIELD(DConversationMenu, mPlayer);
DEFINE_FIELD(DConversationMenu, mSelection);