#include #include "actor.h" #include "r_data.h" #include "p_conversation.h" #include "w_wad.h" #include "cmdlib.h" #include "s_sound.h" #include "m_menu.h" #include "v_text.h" #include "v_video.h" #include "m_random.h" #include "gi.h" #include "templates.h" #include "a_strifeglobal.h" #include "a_keys.h" #include "p_enemy.h" #include "gstrings.h" #include "sound/i_music.h" // The conversations as they exist inside a SCRIPTxx lump. struct Response { SDWORD GiveType; SDWORD Item[3]; SDWORD Count[3]; char Reply[32]; char Yes[80]; SDWORD Link; DWORD Log; char No[80]; }; struct Speech { DWORD SpeakerType; SDWORD DropType; SDWORD ItemCheck[3]; SDWORD Link; 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 { DWORD SpeakerType; SDWORD DropType; DWORD VoiceNumber; char Name[16]; char Dialogue[320]; Response Responses[5]; }; static FRandom pr_randomspeech("RandomSpeech"); void GiveSpawner (player_t *player, const PClass *type); TArray StrifeDialogues; // There were 344 types in Strife, and Strife conversations refer // to their index in the mobjinfo table. This table indexes all // the Strife actor types in the order Strife had them and is // initialized as part of the actor's setup in infodefaults.cpp. const PClass *StrifeTypes[1001]; static menu_t ConversationMenu; static TArray ConversationItems; static int ConversationPauseTic; static bool ShowGold; static void LoadScriptFile (const char *name); static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType); static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType); static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses); static void DrawConversationMenu (); static void PickConversationReply (); static void CleanupConversationMenu (); static void ConversationMenuEscaped (); static FStrifeDialogueNode *CurNode, *PrevNode; static FBrokenLines *DialogueLines; static AActor *ConversationNPC, *ConversationPC; static angle_t ConversationNPCAngle; static bool ConversationFaceTalker; #define NUM_RANDOM_LINES 10 #define NUM_RANDOM_GOODBYES 3 //============================================================================ // // GetStrifeType // // Given an item type number, returns the corresponding PClass. // //============================================================================ static const PClass *GetStrifeType (int typenum) { if (typenum > 0 && typenum < 1001) { return StrifeTypes[typenum]; } return NULL; } //============================================================================ // // P_LoadStrifeConversations // // Loads the SCRIPT00 and SCRIPTxx files for a corresponding map. // //============================================================================ void P_LoadStrifeConversations (const char *mapname) { if (strnicmp (mapname, "MAP", 3) != 0) { return; } char scriptname[9] = { 'S','C','R','I','P','T',mapname[3],mapname[4],0 }; LoadScriptFile ("SCRIPT00"); LoadScriptFile (scriptname); } //============================================================================ // // P_FreeStrifeConversations // //============================================================================ void P_FreeStrifeConversations () { FStrifeDialogueNode *node; while (StrifeDialogues.Pop (node)) { delete node; } for (int i = 0; i < 344; ++i) { if (StrifeTypes[i] != NULL) { AActor * ac = GetDefaultByType (StrifeTypes[i]); if (ac != NULL) ac->Conversation = NULL; } } CurNode = NULL; PrevNode = NULL; } //============================================================================ // // ncopystring // // If the string has no content, returns NULL. Otherwise, returns a copy. // //============================================================================ static char *ncopystring (const char *string) { if (string == NULL || string[0] == 0) { return NULL; } return copystring (string); } //============================================================================ // // LoadScriptFile // // Loads a SCRIPTxx file and converts it into a more useful internal format. // //============================================================================ static void LoadScriptFile (const char *name) { int lumpnum = Wads.CheckNumForName (name); int numnodes, i; DWORD prevSpeakerType; FStrifeDialogueNode *node; FWadLump *lump; if (lumpnum < 0) { return; } numnodes = Wads.LumpLength (lumpnum); 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) { return; } numnodes /= 1516; } else { // And the teaser version has 1488-byte entries. if (numnodes % 1488 != 0) { return; } numnodes /= 1488; } lump = Wads.ReopenLumpNum (lumpnum); prevSpeakerType = 0; for (i = 0; i < numnodes; ++i) { if (!(gameinfo.flags & GI_SHAREWARE)) { node = ReadRetailNode (lump, prevSpeakerType); } else { node = ReadTeaserNode (lump, prevSpeakerType); } StrifeDialogues.Push (node); } delete lump; } //============================================================================ // // ReadRetailNode // // Converts a single dialogue node from the Retail version of Strife. // //============================================================================ static FStrifeDialogueNode *ReadRetailNode (FWadLump *lump, DWORD &prevSpeakerType) { FStrifeDialogueNode *node; Speech speech; char fullsound[16]; const PClass *type; int j; node = new FStrifeDialogueNode; lump->Read (&speech, sizeof(speech)); // 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 (prevSpeakerType != speech.SpeakerType) { if (type != NULL) { GetDefaultByType (type)->Conversation = node; } prevSpeakerType = speech.SpeakerType; } // Convert the rest of the data to our own internal format. node->Dialogue = ncopystring (speech.Dialogue); // The speaker's portrait, if any. speech.Backdrop[8] = 0; node->Backdrop = TexMan.AddPatch (speech.Backdrop); // The speaker's voice for this node, if any. speech.Sound[8] = 0; sprintf (fullsound, "svox/%s", speech.Sound); node->SpeakerVoice = S_FindSound (fullsound); // The speaker's name, if any. speech.Name[16] = 0; node->SpeakerName = ncopystring (speech.Name); // The item the speaker should drop when killed. node->DropType = GetStrifeType (speech.DropType); // Items you need to have to make the speaker use a different node. for (j = 0; j < 3; ++j) { node->ItemCheck[j] = GetStrifeType (speech.ItemCheck[j]); } 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. // //============================================================================ static FStrifeDialogueNode *ReadTeaserNode (FWadLump *lump, DWORD &prevSpeakerType) { FStrifeDialogueNode *node; TeaserSpeech speech; char fullsound[16]; const PClass *type; int j; node = new FStrifeDialogueNode; lump->Read (&speech, sizeof(speech)); // 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 (prevSpeakerType != speech.SpeakerType) { if (type != NULL) { GetDefaultByType (type)->Conversation = node; } prevSpeakerType = speech.SpeakerType; } // Convert the rest of the data to our own internal format. node->Dialogue = ncopystring (speech.Dialogue); // The Teaser version doesn't have portraits. node->Backdrop = -1; // The speaker's voice for this node, if any. if (speech.VoiceNumber != 0) { sprintf (fullsound, "svox/voc%u", speech.VoiceNumber); node->SpeakerVoice = S_FindSound (fullsound); } else { node->SpeakerVoice = 0; } // The speaker's name, if any. speech.Name[16] = 0; node->SpeakerName = ncopystring (speech.Name); // The item the speaker should drop when killed. node->DropType = GetStrifeType (speech.DropType); // Items you need to have to make the speaker use a different node. for (j = 0; j < 3; ++j) { node->ItemCheck[j] = NULL; } 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; // The item to receive when this reply is used. reply->GiveType = GetStrifeType (rsp->GiveType); // Do you need anything special for this reply to succeed? for (k = 0; k < 3; ++k) { reply->ItemCheck[k] = GetStrifeType (rsp->Item[k]); reply->ItemCheckAmount[k] = rsp->Count[k]; } // ReplyLines is calculated when the menu is shown. It is just Reply // with word wrap turned on. reply->ReplyLines = NULL; // If the first item check has a positive amount required, then // add that to the reply string. Otherwise, use the reply as-is. if (rsp->Count[0] > 0) { char moneystr[128]; sprintf (moneystr, "%s for %u", rsp->Reply, rsp->Count[0]); reply->Reply = copystring (moneystr); reply->NeedsGold = true; } else { reply->Reply = copystring (rsp->Reply); reply->NeedsGold = false; } // 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 = NULL; } else { reply->QuickYes = ncopystring (rsp->Yes); } if (reply->ItemCheck[0] != 0) { reply->QuickNo = ncopystring (rsp->No); } else { reply->QuickNo = NULL; } reply->Next = *replyptr; *replyptr = reply; replyptr = &reply->Next; } } //============================================================================ // // FStrifeDialogueNode :: ~FStrifeDialogueNode // //============================================================================ FStrifeDialogueNode::~FStrifeDialogueNode () { if (SpeakerName != NULL) delete[] SpeakerName; if (Dialogue != NULL) delete[] Dialogue; FStrifeDialogueReply *tokill = Children; while (tokill != NULL) { FStrifeDialogueReply *next = tokill->Next; delete tokill; tokill = next; } } //============================================================================ // // FStrifeDialogueReply :: ~FStrifeDialogueReply // //============================================================================ FStrifeDialogueReply::~FStrifeDialogueReply () { if (Reply != NULL) delete[] Reply; if (QuickYes != NULL) delete[] QuickYes; if (QuickNo != NULL) delete[] QuickNo; if (ReplyLines != NULL) V_FreeBrokenLines (ReplyLines); } //============================================================================ // // 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 (const PClass *itemtype, int amount=-1) { AInventory *item; if (itemtype == NULL || amount == 0) return true; item = ConversationPC->FindInventory (itemtype); if (item == NULL) return false; return amount < 0 || item->Amount >= amount; } //============================================================================ // // TakeStrifeItem // // Takes away some of an item, unless that item is special and should not // be removed. // //============================================================================ static void TakeStrifeItem (const PClass *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 (RUNTIME_CLASS(AKey))) return; // Don't take the sigil if (itemtype == RUNTIME_CLASS(ASigil)) return; AInventory *item = ConversationPC->FindInventory (itemtype); if (item != NULL) { item->Amount -= amount; if (item->Amount <= 0) { item->Destroy (); } } } CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE) { if (self < 0.f) self = 0.f; else if (self > 1.f) self = 1.f; } //============================================================================ // // P_StartConversation // // Begins a conversation between a PC and NPC. // FIXME: Make this work in multiplayer. // //============================================================================ void P_StartConversation (AActor *npc, AActor *pc, bool facetalker, bool saveangle) { AActor *oldtarget; FStrifeDialogueReply *reply; menuitem_t item; const char *toSay; int i, j; pc->momx = pc->momy = 0; // Stop moving pc->player->momx = pc->player->momy = 0; if (pc->player - players != consoleplayer) return; ConversationPC = pc; ConversationNPC = npc; CurNode = npc->Conversation; if (pc->player == &players[consoleplayer]) { S_Sound (CHAN_VOICE, "misc/chat", 1, ATTN_NONE); } npc->reactiontime = 2; ConversationFaceTalker = facetalker; if (saveangle) { ConversationNPCAngle = npc->angle; } oldtarget = npc->target; npc->target = pc; if (facetalker) { A_FaceTarget (npc); pc->angle = R_PointToAngle2 (pc->x, pc->y, npc->x, npc->y); } if ((npc->flags & MF_FRIENDLY) || (npc->flags4 & MF4_NOHATEPLAYERS)) { npc->target = oldtarget; } // Check if we should jump to another node while (CurNode->ItemCheck[0] != NULL) { if (CheckStrifeItem (CurNode->ItemCheck[0]) && CheckStrifeItem (CurNode->ItemCheck[1]) && CheckStrifeItem (CurNode->ItemCheck[2])) { int root = FindNode (ConversationNPC->GetDefault()->Conversation); CurNode = StrifeDialogues[root + CurNode->ItemCheckNode - 1]; } else { break; } } if (CurNode->SpeakerVoice != 0) { I_SetMusicVolume(dlg_musicvolume); S_SoundID (npc, CHAN_VOICE|CHAN_NOPAUSE, CurNode->SpeakerVoice, 1, ATTN_NORM); } // Set up the menu ConversationMenu.PreDraw = DrawConversationMenu; ConversationMenu.EscapeHandler = ConversationMenuEscaped; // Format the speaker's message. toSay = CurNode->Dialogue; if (strncmp (toSay, "RANDOM_", 7) == 0) { FString dlgtext; dlgtext.Format("TXT_%s_%02d", toSay, 1+(pr_randomspeech() % NUM_RANDOM_LINES)); toSay = GStrings[dlgtext.GetChars()]; if (toSay==NULL) toSay = "Go away!"; // Ok, it's lame - but it doesn't look like an error to the player. ;) } DialogueLines = V_BreakLines (screen->GetWidth()/CleanXfac-24*2, toSay); // Fill out the possible choices ShowGold = false; item.type = numberedmore; item.e.mfunc = PickConversationReply; for (reply = CurNode->Children, i = 1; reply != NULL; reply = reply->Next) { if (reply->Reply == NULL) { continue; } ShowGold |= reply->NeedsGold; reply->ReplyLines = V_BreakLines (320-50-10, reply->Reply); for (j = 0; reply->ReplyLines[j].Width >= 0; ++j) { item.label = reply->ReplyLines[j].Text.LockBuffer(); item.b.position = j == 0 ? i : 0; item.c.extra = reply; ConversationItems.Push (item); } ++i; } char goodbye[25]; sprintf(goodbye, "TXT_RANDOMGOODBYE_%d", 1+(pr_randomspeech() % NUM_RANDOM_GOODBYES)); item.label = (char*)GStrings[goodbye]; if (item.label == NULL) item.label = "Bye."; item.b.position = i; item.c.extra = NULL; ConversationItems.Push (item); // Determine where the top of the reply list should be positioned. i = (gameinfo.gametype & GAME_Raven) ? 9 : 8; ConversationMenu.y = MIN (140, 192 - ConversationItems.Size() * i); for (i = 0; DialogueLines[i].Width >= 0; ++i) { } i = 44 + i * 10; if (ConversationMenu.y - 100 < i - screen->GetHeight() / CleanYfac / 2) { ConversationMenu.y = i - screen->GetHeight() / CleanYfac / 2 + 100; } ConversationMenu.indent = 50; // Finish setting up the menu ConversationMenu.items = &ConversationItems[0]; ConversationMenu.numitems = ConversationItems.Size(); if (CurNode != PrevNode) { // Only reset the selection if showing a different menu. ConversationMenu.lastOn = 0; PrevNode = CurNode; } ConversationMenu.DontDim = true; // And open the menu M_StartControlPanel (false); OptionsActive = true; menuactive = MENU_OnNoPause; ConversationPauseTic = gametic + 20; M_SwitchMenu (&ConversationMenu); } //============================================================================ // // P_ResumeConversation // // Resumes a conversation that was interrupted by a slideshow. // //============================================================================ void P_ResumeConversation () { if (ConversationPC != NULL && ConversationNPC != NULL) { P_StartConversation (ConversationNPC, ConversationPC, ConversationFaceTalker, false); } } //============================================================================ // // DrawConversationMenu // //============================================================================ static void DrawConversationMenu () { const char *speakerName; int i, x, y, linesize; assert (DialogueLines != NULL); assert (CurNode != NULL); if (CurNode == NULL) { M_ClearMenus (); return; } if (ConversationPauseTic < gametic) { menuactive = MENU_On; } if (CurNode->Backdrop >= 0) { 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; // Who is talking to you? if (CurNode->SpeakerName != NULL) { speakerName = CurNode->SpeakerName; } else { speakerName = ConversationNPC->GetClass()->Meta.GetMetaString (AMETA_StrifeName); if (speakerName == NULL) { speakerName = "Person"; } } // Dim the screen behind the dialogue (but only if there is no backdrop). if (CurNode->Backdrop <= 0) { for (i = 0; DialogueLines[i].Width >= 0; ++i) { } 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); } // Dim the screen behind the PC's choices. screen->Dim (0, 0.45f, (24-160) * CleanXfac + screen->GetWidth()/2, (ConversationMenu.y - 2 - 100) * CleanYfac + screen->GetHeight()/2, 272 * CleanXfac, MIN(ConversationMenu.numitems * (gameinfo.gametype & GAME_Raven ? 9 : 8) + 4, 200 - ConversationMenu.y) * CleanYfac); if (speakerName != NULL) { screen->DrawText (CR_WHITE, x, y, speakerName, DTA_CleanNoMove, true, TAG_DONE); y += linesize * 3 / 2; } x = 24 * screen->GetWidth() / 320; for (i = 0; DialogueLines[i].Width >= 0; ++i) { screen->DrawText (CR_UNTRANSLATED, x, y, DialogueLines[i].Text, DTA_CleanNoMove, true, TAG_DONE); y += linesize; } if (ShowGold) { AInventory *coin = ConversationPC->FindInventory (RUNTIME_CLASS(ACoin)); char goldstr[32]; sprintf (goldstr, "%d", coin != NULL ? coin->Amount : 0); screen->DrawText (CR_GRAY, 21, 191, goldstr, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE); screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon), 3, 190, DTA_320x200, true, DTA_FillColor, 0, DTA_Alpha, HR_SHADOW, TAG_DONE); screen->DrawText (CR_GRAY, 20, 190, goldstr, DTA_320x200, true, TAG_DONE); screen->DrawTexture (TexMan(((AInventory *)GetDefaultByType (RUNTIME_CLASS(ACoin)))->Icon), 2, 189, DTA_320x200, true, TAG_DONE); } } //============================================================================ // // PickConversationReply // // FIXME: Make this work in multiplayer // //============================================================================ static void PickConversationReply () { const char *replyText = NULL; FStrifeDialogueReply *reply = (FStrifeDialogueReply *)ConversationItems[ConversationMenu.lastOn].c.extra; bool takestuff; int i; M_ClearMenus (); CleanupConversationMenu (); if (reply == NULL) { ConversationNPC->angle = ConversationNPCAngle; return; } // Check if you have the requisite items for this choice for (i = 0; i < 3; ++i) { if (!CheckStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i])) { // No, you don't. Say so and let the NPC animate negatively. if (reply->QuickNo) { Printf ("%s\n", reply->QuickNo); } ConversationNPC->ConversationAnimation (2); ConversationNPC->angle = ConversationNPCAngle; return; } } // Yay, you do! Let the NPC animate affirmatively. ConversationNPC->ConversationAnimation (1); // If this reply gives you something, then try to receive it. takestuff = true; if (reply->GiveType != NULL) { if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory))) { if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { if (players[consoleplayer].mo->FindInventory(reply->GiveType) != NULL) { takestuff = false; } } if (takestuff) { AInventory *item = static_cast (Spawn (reply->GiveType, 0, 0, 0, NO_REPLACE)); // Items given here should not count as items! if (item->flags & MF_COUNTITEM) { level.total_items--; item->flags &= ~MF_COUNTITEM; } if (item->IsA(RUNTIME_CLASS(AFlameThrower))) { // The flame thrower gives less ammo when given in a dialog static_cast(item)->AmmoGive1 = 40; } item->flags |= MF_DROPPED; if (!item->TryPickup (players[consoleplayer].mo)) { item->Destroy (); takestuff = false; } } } else { // Trying to give a non-inventory item. takestuff = false; Printf("Attempting to give non-inventory item %s\n", reply->GiveType->TypeName.GetChars()); } } // Take away required items if the give was successful or none was needed. if (takestuff) { for (i = 0; i < 3; ++i) { TakeStrifeItem (reply->ItemCheck[i], reply->ItemCheckAmount[i]); } replyText = reply->QuickYes; } else { replyText = "You seem to have enough!"; } // Update the quest log, if needed. if (reply->LogNumber != 0) { players[consoleplayer].SetLogNumber (reply->LogNumber); } if (replyText != NULL) { Printf ("%s\n", replyText); } // Does this reply alter the speaker's conversation node? If NextNode is positive, // the next time they talk, the 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 = FindNode (ConversationNPC->GetDefault()->Conversation); if (reply->NextNode < 0) { ConversationNPC->Conversation = StrifeDialogues[rootnode - reply->NextNode - 1]; if (gameaction != ga_slideshow) { P_StartConversation (ConversationNPC, players[consoleplayer].mo, ConversationFaceTalker, false); return; } else { S_StopSound (ConversationNPC, CHAN_VOICE); } } else { ConversationNPC->Conversation = StrifeDialogues[rootnode + reply->NextNode - 1]; } } ConversationNPC->angle = ConversationNPCAngle; I_SetMusicVolume(1.f); } //============================================================================ // // CleanupConversationMenu // // Release the resources used to create the most recent conversation menu. // //============================================================================ void CleanupConversationMenu () { FStrifeDialogueReply *reply; if (CurNode != NULL) { for (reply = CurNode->Children; reply != NULL; reply = reply->Next) { if (reply->ReplyLines != NULL) { V_FreeBrokenLines (reply->ReplyLines); reply->ReplyLines = NULL; } } CurNode = NULL; } if (DialogueLines != NULL) { V_FreeBrokenLines (DialogueLines); DialogueLines = NULL; } ConversationItems.Clear (); I_SetMusicVolume(1.f); } //============================================================================ // // ConversationMenuEscaped // // Called when the user presses escape to leave tho conversation menu. // //============================================================================ void ConversationMenuEscaped () { CleanupConversationMenu (); ConversationNPC->angle = ConversationNPCAngle; }